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VaelophisNyx (talk | contribs) (Updates the Game Mode page to reflect Vamp/TraitorVamp modes being disabled, and Bloodsucker/TraitorSucker existing.) |
(moves gang war the excluded game modes list //Fixed spacing also use fucking headers man -Morder) |
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Once your target has been killed, the Syndicate will provide you with the name of another agent to go after next. If an agent manages to kill them all, there is a chance the Syndicate will want them to hijack the shuttle or die gloriously. | Once your target has been killed, the Syndicate will provide you with the name of another agent to go after next. If an agent manages to kill them all, there is a chance the Syndicate will want them to hijack the shuttle or die gloriously. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
*If an internal affairs agent has completed all objectives, they get greentext. | *If an internal affairs agent has completed all objectives, they get greentext. | ||
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===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]=== | ===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]=== | ||
A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions: | A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions: | ||
* There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with 10 runed metal and a cult dagger. | *There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with 10 runed metal and a cult dagger. | ||
*Cultists draw runes by using their cult dagger. | *Cultists draw runes by using their cult dagger. | ||
*Cultists acquire items from prepared spells and structures built from runed metal. | *Cultists acquire items from prepared spells and structures built from runed metal. | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. | *If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. | ||
* If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory. | *If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory. | ||
*If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory. | *If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory. | ||
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. | *If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*If the AI can survive until the round timer elapses, the AI wins. | *If the AI can survive until the round timer elapses, the AI wins. | ||
* If the AI dies, the crew win. | *If the AI dies, the crew win. | ||
<br /> | <br /> | ||
===[[File:rev.png|link=Revolution]] [[Revolution]]=== | ===[[File:rev.png|link=Revolution]] [[Revolution]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins. | *If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins. | ||
* If all of the Revheads die or abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win. | *If all of the Revheads die or abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win. | ||
===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]=== | ===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]=== | ||
A '''space wizard''' has infiltrated the station! Wielding an arsenal of powerful '''spells''' that can defy physics and even time and space itself, they will stop at nothing to advance the [[Backstory#Space Wizard Federation|Space Wizard Federation]]'s agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to '''destroy the wizard'''! Accomplish this by beating the wizard's brains in with anything on hand. The '''wizard's goals''' are mainly to '''steal or destroy something''' on the station and escape on the shuttle. | A '''space wizard''' has infiltrated the station! Wielding an arsenal of powerful '''spells''' that can defy physics and even time and space itself, they will stop at nothing to advance the [[Backstory#Space Wizard Federation|Space Wizard Federation]]'s agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to '''destroy the wizard'''! Accomplish this by beating the wizard's brains in with anything on hand. The '''wizard's goals''' are mainly to '''steal or destroy something''' on the station and escape on the shuttle. | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails. | *If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails. | ||
*If the Wizard completes his objectives, the Wizard wins. | * If the Wizard completes his objectives, the Wizard wins. | ||
<br /> | <br /> | ||
===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]=== | ===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails. | *If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails. | ||
* If the Wizard completes his objectives, the Wizard wins. | *If the Wizard completes his objectives, the Wizard wins. | ||
<br /> | <br /> | ||
===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]=== | ===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If a Shadowling ascends, the Shadowlings win. | * If a Shadowling ascends, the Shadowlings win. | ||
* If all Shadowlings are killed the crew wins. | *If all Shadowlings are killed the crew wins. | ||
*If the station is evacuated the crew wins.<br /> | *If the station is evacuated the crew wins.<br /> | ||
===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]=== | ===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]=== | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | * When the Emergency Shuttle docks at Central Command. | ||
* When a heretic completes their sacrifices and ascends. | *When a heretic completes their sacrifices and ascends. | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | * When the Emergency Shuttle docks at Central Command. | ||
<br /> | <br /> | ||
===[[File:Nt display.png]] Extended=== | ===[[File:Nt display.png]] Extended=== | ||
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<br /> | <br /> | ||
===Dynamic=== | ===Dynamic === | ||
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have multiple rulesets depending on the pop and threat level. There are latejoin and midround rulesets as well; The ''latejoin'' ruleset can assign late joining players as antagonists, and the ''midround'' ruleset assigns (prompts) ghosts or currently living players as antagonists. | The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have multiple rulesets depending on the pop and threat level. There are latejoin and midround rulesets as well; The ''latejoin'' ruleset can assign late joining players as antagonists, and the ''midround'' ruleset assigns (prompts) ghosts or currently living players as antagonists. | ||
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*Uncharted Space: 66 to 79 | *Uncharted Space: 66 to 79 | ||
*Black Orbit: 80 to 99 | *Black Orbit: 80 to 99 | ||
*Impending Doom: 100 | * Impending Doom: 100 | ||
Currently, there are five gamemodes excluded from what can be picked as a roundstart ruleset, which are [[Revolution|revolutionaries]], [[#Monkey|monkey mode]], [[#Clown Operatives|clown ops]], [[Gang War|gang war]], and [[#Extended|extended]], due to some conflicting mechanics when introduced with other antagonists. | Currently, there are five gamemodes excluded from what can be picked as a roundstart ruleset, which are [[Revolution|revolutionaries]], [[#Monkey|monkey mode]], [[#Clown Operatives|clown ops]], [[Gang War|gang war]], and [[#Extended|extended]], due to some conflicting mechanics when introduced with other antagonists. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
==Other Game Modes== | ==Other Game Modes == | ||
Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring. | Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring. | ||
<br /> | |||
===[[File:Gscans.png|link=Gang War]] [[Gang War]]=== | |||
A violent turf war between opposing gangs has erupted on the station! Similar to Revolution, there are '''Gang Bosses''' who can recruit other crew members to join their ranks. Their goal is to '''take over the station''' using a Dominator machine. Gangs will be fighting to claim areas of the station as their territory. The more territories they control, the more weapons they will be able to afford. | |||
'''Game Ending Conditions:''' | |||
*The first gang to activate and successfully defend a dominator machine wins, all other gangs will lose. | |||
*If the station is destroyed or evacuated, all gangs lose. | |||
'''Reason For Exclusion:''' | |||
Gang War is typically a complete disaster, usually leading to mass murderboning due to the confusion of who is an enemy and who is not. | |||
===[[File:Clownops.png|32px]] Clown Operatives=== | ===[[File:Clownops.png|32px]] Clown Operatives=== | ||
Clown Operatives is a version of [[Nuclear Operative|nuclear emergency]]. The objectives remain the same as the Nuclear Operatives, however Clown Operatives must detonate a bananium bomb (rather than the traditional nuclear bomb) to achieve their epic prank on the station. Unlike Nuclear Operatives, Clown Operatives can not shoot any type of gun (like the normal [[Clown]]), however they spawn with a custom [[Syndicate_Items#Uplink|uplink]] that contains all the pranking devices a Clown Operative would need. | Clown Operatives is a version of [[Nuclear Operative|nuclear emergency]]. The objectives remain the same as the Nuclear Operatives, however Clown Operatives must detonate a bananium bomb (rather than the traditional nuclear bomb) to achieve their epic prank on the station. Unlike Nuclear Operatives, Clown Operatives can not shoot any type of gun (like the normal [[Clown]]), however they spawn with a custom [[Syndicate_Items#Uplink|uplink]] that contains all the pranking devices a Clown Operative would need. | ||
<br /> | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. | *If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. | ||
*If the Emergency Shuttle leaves with the disk still anywhere on the station, the Clowns win a Minor Victory. | * If the Emergency Shuttle leaves with the disk still anywhere on the station, the Clowns win a Minor Victory. | ||
* If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Clowns win a Major Victory and [[Honkmother]] spawns. | * If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Clowns win a Major Victory and [[Honkmother]] spawns. | ||
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. | *If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. | ||
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===[[File:Monkey.png|32px]] Monkey === | ===[[File:Monkey.png|32px]] Monkey === | ||
At the start of the round one of the crew members is infected with a disease that, after a while, turns them into a monkey with the ability to spread the disease to other humans by biting them. Armor does not help and the transformation takes about a minute. The disease can be cured by eating bananas, which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as "chimpers" to humans, and monkeys cannot understand human speech, which shows up "l**e ***s". The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with | At the start of the round one of the crew members is infected with a disease that, after a while, turns them into a monkey with the ability to spread the disease to other humans by biting them. Armor does not help and the transformation takes about a minute. The disease can be cured by eating bananas, which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as "chimpers" to humans, and monkeys cannot understand human speech, which shows up "l**e ***s". The game ends when the impunity.Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins. | *If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins. | ||
*If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom. | *If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom. | ||
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Several members of the crew wield several psionic powers and are actually the host of a powerful hivemind, with the sole goal of assimilating as many crewmembers as possible to be used as unwitting pawns and fuel for their many powers. Hivemind hosts are even stealthier than changelings and are just as likely to backstab each other due to their psychic sensing abilities! Security is the first line of defense against this silent menace, as not only do mindshields protect the crew from their dastardly mind control, they also grant the same sensory powers the hosts use to hunt each other down! If the crew fails to keep thee hosts in check, the One Mind may emerge and wreak havoc across the station. | Several members of the crew wield several psionic powers and are actually the host of a powerful hivemind, with the sole goal of assimilating as many crewmembers as possible to be used as unwitting pawns and fuel for their many powers. Hivemind hosts are even stealthier than changelings and are just as likely to backstab each other due to their psychic sensing abilities! Security is the first line of defense against this silent menace, as not only do mindshields protect the crew from their dastardly mind control, they also grant the same sensory powers the hosts use to hunt each other down! If the crew fails to keep thee hosts in check, the One Mind may emerge and wreak havoc across the station. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
*If a hivemind host has completed all objectives, they get greentext. | *If a hivemind host has completed all objectives, they get greentext. | ||
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=== [[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]=== | ===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]=== | ||
In Meteor the station gets beat to shit by a Meteor Shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes. | In Meteor the station gets beat to shit by a Meteor Shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle, after the set amount of time has passed, leaves. | *When the Emergency Shuttle, after the set amount of time has passed, leaves. | ||
* Everyone present and alive on the shuttle at the end is considered to have won. | *Everyone present and alive on the shuttle at the end is considered to have won. | ||
*Everyone left behind or dead at the end is considered to have lost. | *Everyone left behind or dead at the end is considered to have lost. | ||
'''Reason For Exclusion''' | '''Reason For Exclusion''' | ||
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Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate and also there are infinite wizard spawns. | Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate and also there are infinite wizard spawns. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails. | *If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails. | ||
* If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins. | *If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins. | ||
'''Reason For Exclusion:''' | '''Reason For Exclusion:''' | ||
The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally. | The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally. | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
*If a traitorling has completed all objectives, they get greentext. | * If a traitorling has completed all objectives, they get greentext. | ||
'''Reason For Exclusion:''' | '''Reason For Exclusion:''' | ||
Doesn't work on secret, people will end up paranoid in normal traitorling rounds. | Doesn't work on secret, people will end up paranoid in normal traitorling rounds. | ||
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===[[File:Vampire.png|link=Vampire|32x32px]] [[Vampire|Vampires]]=== | === [[File:Vampire.png|link=Vampire|32x32px]] [[Vampire|Vampires]]=== | ||
Vampires are creatures of the night - predatory beings of occult origin who feed on crew members for their blood (if they have any). They have assimilated into the crew and must feed off of other crew members to gain new powers. Vampires worship Lilith, who in exchange for their humanity gives them immortality and eternal youth in exchange for a never ending hunger for blood. In the Vampires gamemode, crew are randomly selected to fill the role of a Vampire, and are given a set of objectives to fulfill. | Vampires are creatures of the night - predatory beings of occult origin who feed on crew members for their blood (if they have any). They have assimilated into the crew and must feed off of other crew members to gain new powers. Vampires worship Lilith, who in exchange for their humanity gives them immortality and eternal youth in exchange for a never ending hunger for blood. In the Vampires gamemode, crew are randomly selected to fill the role of a Vampire, and are given a set of objectives to fulfill. | ||
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'''Reason For Exclusion:''' | '''Reason For Exclusion:''' | ||
This gamemode occurs as a midround event rather than a gamemode now, because of the low threat. | This gamemode occurs as a midround event rather than a gamemode now, because of the low threat. | ||
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=== [[File:Abductor.png|link=Abductor]] [[Abductor|Abduction]]=== | ===[[File:Abductor.png|link=Abductor]] [[Abductor|Abduction]]=== | ||
Aliens have reached Space Station 13! Unlike their [[Xenomorph|lustier cousins]], these aliens simply want to, in classic extraterrestrial style, do research on human and lizardkind -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship. | Aliens have reached Space Station 13! Unlike their [[Xenomorph|lustier cousins]], these aliens simply want to, in classic extraterrestrial style, do research on human and lizardkind -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship. | ||
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===[[File:Blob.png|link=Blob]] [[Blob]]=== | ===[[File:Blob.png|link=Blob]] [[Blob]] === | ||
The Blob is a '''large, growing, sentient creature''' which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it '''consumes the entire station'''! | The Blob is a '''large, growing, sentient creature''' which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it '''consumes the entire station'''! | ||
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'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
*If a traitor/ling has completed all objectives, they greentext. | * If a traitor/ling has completed all objectives, they greentext. | ||
*If an abductor has completed all objectives, whether they're dead or alive, they greentext. | *If an abductor has completed all objectives, whether they're dead or alive, they greentext. | ||
'''Reason for exclusion:''' | '''Reason for exclusion:''' |
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