Game Mode: Difference between revisions
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The '''Game Mode''' decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins or by the round going into a [[mulligan]]. | The '''Game Mode''' (or '''Ruleset''' in terms of the Dynamic game mode) decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins at roundstart or altered midround through manual spawning. or by the round going into a [[mulligan]].{{Template:Game modes}} | ||
{{Template:Game modes}} | |||
==Special Events== | ==Special Events== | ||
A vote was taken, buttons were pushed and one of the [[ | A vote was taken, buttons were pushed and one of the [[Admin|admins]] has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe an [[CentCom Official|inspector from Central Command]] will make a visit to the station. Maybe the station will be invaded by [[Common Core:The Third Soviet Union|space soviets]]. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun! | ||
==[[Random events]]== | ==[[Random events]]== | ||
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==Mode Selection Types== | ==Mode Selection Types== | ||
Before getting into the game modes themselves, there are several ways for a server to select which mode will be played per round. These settings are generally server-specific, so if you prefer one over the other, look to see which servers run which. | Before getting into the game modes themselves, there are several ways for a server to select which mode will be played per round. These settings are generally server-specific, so if you prefer one over the other, look to see which servers run which. | ||
===Dynamic=== | ===Dynamic=== | ||
[[File:Dynamic.png| | [[File:Dynamic.png|600x600px]] | ||
''<code>'''Enemy communication intercepted.''' Security Level Elevated.</code>'' | |||
The threat level | The standard and sole real game mode. 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 up to three roundstart rulesets depending on the pop and threat level. Threat level is split into two separate budgets, one for round start and one for midround/latejoin. The ''latejoin'' ruleset can assign late joining players as antagonists, and the ''midround'' ruleset assigns (prompts) ghosts or currently living players as antagonists. Any threat that wasn't used in the round start budget is transferred to the midround/latejoin budget. Depending on station traits and other RNG factors, this can result in balanced rounds with antagonists at the start and more sprinkled in throughout, or either end can be stacked with all the threat available. | ||
Compared to the previous main game mode, Secret, Dynamic rounds are often more chaotic and energetic thanks to the abundance of possible antagonists, for better or worse. Additionally, Dynamic rounds do not end when main antagonists are defeated, only when a round-ending antagonist wins or the shuttle leaves the station. | |||
The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart. These reports are now 100% accurate, but the exact number is hidden by the following Advisory Levels provided by Central Command: | |||
=== | === <bdi>Advisory Levels</bdi> === | ||
* ''' | * '''Yellow Star (0 to 65):''' ''"Your sector's advisory level is Yellow Star. Surveillance shows a credible risk of enemy attack against our assets in the Spinward Sector. We advise a heightened level of security alongside maintaining vigilance against potential threats."'' | ||
* ''' | * '''Red Star (66 to 79):''' ''"Your sector's advisory level is Red Star. The Department of Intelligence has decrypted Cybersun communications suggesting a high likelihood of attacks on Nanotrasen assets within the Spinward Sector. Stations in the region are advised to remain highly vigilant for signs of enemy activity and to be on high alert."'' | ||
* '''Black Orbit (80 to 99):''' ''"Your sector's advisory level is Black Orbit. Your sector's local communications network is currently undergoing a blackout, and we are therefore unable to accurately judge enemy movements within the region. However, information passed to us by GDI suggests a high amount of enemy activity in the sector, indicative of an impending attack. Remain on high alert and vigilant against any other potential threats."'' | |||
* '''Midnight Sun (100):''' ''"Your sector's advisory level is Midnight Sun. Credible information passed to us by GDI suggests that the Syndicate is preparing to mount a major concerted offensive on Nanotrasen assets in the Spinward Sector to cripple our foothold there. All stations should remain on high alert and prepared to defend themselves."'' | |||
===Secret=== | ===Extended and Secret Extended=== | ||
''<code> | ''<code>Thanks to the tireless efforts of our security and intelligence divisions, there are currently no credible threats to Space Station 13. All station construction projects have been authorized. Have a secure shift!</code>'' | ||
If you see the above security report, it means the mode is '''Extended'''. Also known as '''greenshift''', '''green alert, green star''' and '''nothing''', Extended rounds have no antagonists, allowing the crew to enjoy a quiet shift. | |||
However, in special circumstances, when the crew is [[Beyond the impossible|void of griefers]] and other problematic people, and enough crew members are competent and roleplay, it can be a very entertaining mode. The absence of blatant [[Traitor|traitors]], [[Wizard|wizards]] or [[Nuke ops|operatives]] means that the whole crew can work together with a peaceful mind and tackle anything thrown at them from [[random events]] or the admins. On this mode all [[Station Goals|station goals]] are unlocked so their parts can be ordered from [[Supply crate#Engineering|cargo]]. | |||
In addition, '''Secret Extended''' rounds exist. The only difference is that the crew isn't told that it's a greenshift, leading to advanced paranoia amongst the crew. | |||
=Minor Round-start Threats= | =Minor Round-start Threats= | ||
The following threats are the primary ones randomly selected by Dynamic, and make up the bulk of rounds, individually or in combination. | |||
The | ===[[File:Syndicateforce.png]] [[Traitor]]=== | ||
The most common antagonist across all of SS13. In Traitor, one or more crew members are '''Syndicate agents''' and are given an Uplink to provide them with [[Syndicate Items|useful tools]] to help them '''complete their goal'''. More traitors can appear throughout the round from existing crew as awakened Syndicate Sleeper Agents, or through infiltrating the station via the Arrivals Shuttle. The crew must find out who the traitors are and stop them from reaching their goal. | |||
Traitor objectives are usually a small selection of the following: | |||
* Assassinate or maroon a specific crew member. | * Assassinate or maroon a specific crew member. | ||
* Steal a restricted item. | * Steal a restricted item. | ||
* | * Escape alive and out of custody on the Emergency Shuttle (or an escape pod) when it arrives at Central Command, '''OR''' die a glorious death (be dead when the round ends). | ||
Traitors (and many other solo antagonists) may also create their own custom objectives that overwrite all objectives except their Escape/Glorious Death objective! | |||
Each traitor has their own objectives, and traitors win or lose individually. Most of the time, they win if they're alive on a valid escape shuttle or pod when the round ends. Traitors can team up, but they can just as easily backstab each other. | Each traitor has their own objectives, and traitors win or lose individually. Most of the time, they win if they're alive on a valid escape shuttle or pod when the round ends. Traitors can team up, but they can just as easily backstab each other. | ||
''' | '''Victory Conditions:''' | ||
* If a traitor has completed all their objectives, they get [[greentext]] when the round ends. By default, this is when the escape shuttle arrives at CentCom. | * If a traitor has completed all their objectives, they get [[greentext]] when the round ends. By default, this is when the escape shuttle arrives at CentCom. | ||
=== [[File: | === [[File:Assistant.png]] Blood Brothers === | ||
'''ONLY ENABLED ON /TG/'S MEDIUM ROLEPLAY SERVER MANUEL.''' | '''NOTE: CURRENTLY ONLY ENABLED ON /TG/'S MEDIUM ROLEPLAY SERVER MANUEL.''' | ||
Some of the crew are initiates into the Syndicate, eager to prove they have what they takes. This game mode is very similar to Traitor, with one very important distinction: instead of having a Syndicate uplink, a single Brother is given a [[Security items|'''flash''']] to convert someone to be their Blood Brother. As a team they both work together on the same group of objectives and '''succeed or fail together'''! Similar to Traitor, many different groups of Blood Brothers can team up or work against each other. | |||
Blood brothers always have one of two objectives, either the objective to make sure every member of their team escapes alive and out of custody or hack the shuttle console. Blood Brothers' strongest advantage is the ability to '''work together''' with absolute trust and secrecy, and a well coordinated team can set diabolical schemes into motion that would be nearly impossible with just one Traitor. | |||
'''Victory Conditions:''' | |||
* If a group of Blood Brothers has completed all of their objectives, they all get [[greentext]] when the round ends. By default, this is when the escape shuttle arrives at CentCom. | * If a group of Blood Brothers has completed all of their objectives, they all get [[greentext]] when the round ends. By default, this is when the escape shuttle arrives at CentCom. | ||
===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]=== | ===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]=== | ||
A small number of the crew have acquired eldritch knowledge and are traveling down a dark path in pursuit of power... these "heretics", as deemed by Nanotrasen, progress through '''unique ability trees''' by collecting eldritch influences scattered across the station or by sacrificing crew members. With access to the paths of '''Ash, Moon, Lock, Flesh, Void, Blade, Rust and Cosmos''', they can choose to specialize in different magic powers and heretical equipment, building towards their eventual '''Final Ascension'''. More heretics can appear throughout the round via the Arrivals Shuttle as Heretic Smugglers | |||
Heretics are solo antagonists like Traitors, and their pursuit of the same limited resources often pits them against each other. They may even be tasked with sacrificing each other! | |||
'''Victory Conditions:''' | |||
* If a heretic has completed all objectives, they get [[greentext]] when the round ends. | * If a heretic has completed all objectives, they get [[greentext]] when the round ends. | ||
* If a heretic completes their Final Ascension, they get [[greentext]] when the round ends regardless of all other objectives. | |||
===[[File:Changeling.gif|link=Changeling]] [[Changeling]]=== | ===[[File:Changeling.gif|link=Changeling]] [[Changeling]]=== | ||
Some of the crew are not what they appear to be! These changelings are '''monsters''' in human form, with the ability to '''absorb (eat) people and take on their DNA/identity'''. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changeling can be anyone they've absorbed and can switch identities instantaneously; only absorbing takes time and peace. | Some of the crew are not what they appear to be! These changelings are '''monsters''' in human form, with the ability to '''absorb (eat) people and take on their DNA/identity'''. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changeling can be anyone they've absorbed and can '''switch identities instantaneously'''; only absorbing takes time and peace. More changelings can appear throughout the round by arriving as a stowaway aboard the Arrivals Shuttle, or from the station's exterior in a fleshy Changeling Meteor. | ||
Like traitors, changelings will have objectives to accomplish before the [[Escape Shuttle]] arrives, usually to kill a certain person and/or escape with their identity. Some changeling objectives will require the changelings to compete or even absorb another of their own kind. | |||
'''Victory Conditions:''' | |||
* If a changeling has completed all objectives, they get [[greentext]] when the round ends. By default, this is when the escape shuttle arrives at CentCom. | * If a changeling has completed all objectives, they get [[greentext]] when the round ends. By default, this is when the escape shuttle arrives at CentCom. | ||
===[[File:Antag spy.png]] [[Spy]]=== | |||
A portion of the crew are undercover spies. Their mission (if they choose to accept it) is any number of randomly chosen mission suggestions. To accomplish these tasks, they '''steal''' various valuable items, machines, and structures from throughout the station (which are then fenced off on the [[General items#Black Market Uplink|black market]]). In exchange for completing these bounties for their employer, their Spy Uplink will provide them a '''random piece of illicit equipment''' ranging from Syndicate gadgets and weapons to unique contraband not normally obtainable elsewhere. | |||
As their objectives are random suggestions with no set win condition, Spies are free to pursue what they see fit given the random assortment equipment they can get. They may just steal a bunch of stuff too! | |||
'''Victory Conditions:''' | |||
* If a Spy hasn't died, they get [[greentext]] when the round ends. By default, this is when the escape shuttle arrives at CentCom. | |||
= Major Round-start Threats = | = Major Round-start Threats = | ||
The following threats are the primary ones randomly selected by | The following threats are the primary ones randomly selected by Dynamic, and makes up for the most influential danger of the round. Usually only one spawns per round, but it is possible that none can spawn at all or multiple if the threat is high enough. | ||
===[[File:Nuke.gif|link= | ===[[File:Nuke.gif|link=Syndicate_guide]] [[Syndicate guide|Nuclear Emergency]]=== | ||
A team of '''Syndicate operatives''' has been sent on a '''mission to completely destroy the station with a nuclear bomb'''. However, they must get the [[Nuclear Authentication Disk]] from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. | A team of '''Syndicate operatives''' has been sent on a '''mission to completely destroy the station with a nuclear bomb'''. However, they must get the [[Nuclear Authentication Disk]] from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. | ||
The operatives have access to uplinks containing most normal traitor items as well as high-profile operative weapons, and have [[ | The operatives have access to uplinks containing most normal traitor items as well as high-profile operative weapons, and have [[Pinpointer|Pinpointers]] that will allow them to hunt for the Disk. They begin the round at the home base and must travel to the station on their cruiser, and can optionally choose to '''declare war''', telegraphing their arrival in exchange for more tools and weapons. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the | |||
* If the nuke detonates in the station successfully and the Syndicate Shuttle escapes with at least one operative on board, the Syndicates win 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 | * If the Emergency Shuttle but the operatives manage to hijack the shuttle, the Syndicates win a Minuscule 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. | ||
* If the nuke detonates successfully but not in the station, the crew wins a Minor Victory. | |||
* If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. | |||
* If the nuke detonates in the Syndicate's base successfully, the Syndicates earn a Humiliating Defeat. | |||
===[[File:Rev2.png]] [[Revolution]]=== | |||
A small cadre of crew members have had enough of the command staff's bullshit, so it's time to revolt! '''Revolutionary Heads''' (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by [[The Syndicate]] and have been trained to use [[Flash|Flashes]] to '''brainwash the crew to join their cause''', which is to '''slaughter all the station's Heads of Staff'''. | |||
When a Revhead uses a flash on someone who isn't [[Security items#Mindshield Implant|mindshield]] implanted (all security members start implanted), a Head of Staff, or flash-protected by eyewear, they will be '''converted''' to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but '''will never depart''' (pending a "conflict resolution") while either Heads or Revolutionary Heads remain. A lone revhead can arrive midround aboard the Arrivals Shuttle as a Provocateur to start a new revolution should none exist at the start of the round. | |||
'''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 the cause" by leaving the z-level (traveling to Lavaland), the Heads of Staff win. | '''Victory Conditions:''' | ||
* If all of the Revheads die or "abandon the cause" by leaving the z-level (traveling to Lavaland), the Heads of Staff win. The round will continue if the Revolution is wiped out, with a message from Centcom once the last revhead dies. | |||
===[[File:Cult.png|link= | ===[[File:Cult.png|link=Cult_magic]] [[Cult magic|Blood Cult]]=== | ||
A vile '''blood cult of brainwashed acolytes''' have infiltrated the station, with the sole intent to summon their elder god '''Nar-Sie, The Geometer of Blood.''' The cult will have to use a combination of stealth and their powerful blood magic to complete their goals, along with converting the rest of the crew to their side. To do this, the cult must sacrifice a specific target to please Nar-Sie, usually a member of [[Security]] or the [[Chaplain]]. Once they sacrifice their target, they can draw a powerful blood rune to '''summon Nar-Sie to the Mortal Realm.''' Nar-Sie's cultists pose a great threat to the station and the crew, and it is up to [[Security]] and the [[Chaplain]] to stop them. | A vile '''blood cult of brainwashed acolytes''' have infiltrated the station, with the sole intent to summon their elder god '''Nar-Sie, The Geometer of Blood.''' The cult will have to use a combination of stealth and their powerful blood magic to complete their goals, along with converting the rest of the crew to their side. To do this, the cult must sacrifice a specific target to please Nar-Sie, usually a member of [[Security]] or the [[Chaplain]]. Once they sacrifice their target, they can draw a powerful blood rune to '''summon Nar-Sie to the Mortal Realm.''' Nar-Sie's cultists pose a great threat to the station and the crew, and it is up to [[Security]] and the [[Chaplain]] to stop them. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If Nar'Sie is summoned, the Cult wins (even if the shuttle arrives afterwards) and the station's self destruct is activated after a short period. | |||
* If Nar'Sie is summoned and a large percentage of the remaining sentient life have been offered to Nar'sie, the Cult wins with a special ending cinematic... | |||
* Summoning Nar'Sie will automatically end the round after a short period, regardless of the state of the game. | |||
'''Victory Conditions:''' | |||
* If the Emergency Shuttle leaves the station and docks at Central Command before the Cult can summon Nar'Sie, the crew wins. | |||
===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]=== | ===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]=== | ||
A '''space wizard''' has been tasked to assault 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. | A '''space wizard''' has been tasked to assault 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 often to '''steal or destroy something or someone''' on the station and escape on the shuttle, much like a Traitor. | The '''wizard's goals''' are often to '''steal or destroy something or someone''' on the station and escape on the shuttle, much like a Traitor. | ||
''' | '''Victory Conditions:''' | ||
*If the Emergency Shuttle docks at Central Command without the Wizard completing their 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 Emergency Shuttle docks at Central Command without the Wizard completing their objectives or if the Wizard dies, the Wizard fails. | ||
* If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins. | |||
=== [[File:Not_Malf.gif|link= | === [[File:Not_Malf.gif|link=Malfunctioning_AI]] [[Malfunctioning AI|AI Malfunction]] === | ||
Oh no! An ion storm has caused the '''AI to malfunction''' and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it '''hate | Oh no! An ion storm has caused the '''AI to malfunction''' and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it '''hate the crew with a passion'''! The '''crew must race to discover and defeat''' the mechanical overlord before it hacks all of SS13's systems and completes it's goals, or worse, '''wipes all life from the station via the Doomsday Device'''! Until then, all the AI has to do is survive! | ||
The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with. | The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with. | ||
Similar to Traitors, malfunctioning AIs have formulated their own new objectives which usually focus on ensuring the death/marooning of a specific crew member, or ensuring that nobody escapes aboard the Emergency Shuttle. They are free to lay low and cause problems with their new-found freedom, assimilate the crew using their Robotic Factory, or to go for total lifeform annihilation through their Doomsday Device. | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the AI | * If the malfunctioning AI activates the Doomsday Device and wipes all non-silicon life from the station, the AI wins. | ||
'''Victory Conditions:''' | |||
* If the malfunctioning AI survives until the round ends and completes their objectives, the AI wins. | |||
* If the malfunctioning AI is dead when the round ends, the crew wins. | |||
==Mid-round Threats== | |||
In addition to the round start threats, additional threats exist in several different forms. | |||
Most of these threats are spawned by the Dynamic game mode or are randomly spawned by [[Random events]]. | |||
You'll find all of these threat listings on the [[Jobs#Side Antagonists|Jobs]] page as well under the side antagonist section. | |||
===[[File:Blob.png|link=Blob]] [[Blob|Blob/Blob Infection]]=== | |||
The Blob is a '''large, growing, sentient creature''' which destroys everything in its path, attacking whatever gets in the way. Supposedly it was to be a NanoTrasen bio-weapon to be used against the corporation's enemies, but it looks like you '''can't contain''' a bio-hazard like this! Reported blob powers include '''rapid growth''', the ability to '''reform it's main chemical composition''' to adapt to threats, growing '''hostile spores''' that attack non-blob life, even creating '''large entities of blob matter''' that can '''break through solid walls!''' Destroy the blob before it '''consumes the entire station'''! | |||
Alternatively, a random member of the station's crew can be infected with a Blob Infection. They will burst and become a Blob core after a few minutes, allowing them a short amount of time to prepare before they transform. | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
== | * If the blob manages to spread to critical mass, the round will end shortly after and the crew will lose. | ||
'''Victory Conditions:''' | |||
* If the crew manage to destroy the blob core, the crew will win and the round will progress as normal. | |||
===[[File:Abductor experiment.png]] [[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 other species -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship. | |||
'''Victory Conditions:''' | |||
* When the round ends, Abductors win if they've experimented on enough crew. | |||
===[[File:Larva.png]] [[Xenomorph|Alien Infestation]]=== | |||
Aliens have reached Space Station 13! A number of xenomorph larvae have somehow gotten aboard the station, and will soon grow into fully developed xenomorphs! It's up to the crew to slay the Queen and kill any stranglers before the hive takes over the station! | |||
'''Victory Conditions:''' | |||
* If the Emergency Shuttle docks at Central Command with living xenomorphs aboard it, the xenomorphs win. | |||
* If all xenomorphs are killed when the round ends, the crew wins. | |||
===[[File:Enriched Egg.png]] [[Xenomorph|Spider Infestation]]=== | |||
A number of giant spider eggs have somehow gotten aboard the station, and will soon hatch into egg-laying broodmother spiders! These spiders hunt and kill crew to spawn unique and more lethal spider variants. | |||
'''Victory Conditions:''' | |||
* None. Spiders exist to be a threat with no end goal. | |||
===[[File:Revenant.png]] [[Revenant|Revenant Haunting]]=== | |||
High tech space stations aren't immune to supernatural hauntings. The high amount of death aboard has attracted a Revenant, a malicious spirit posessing various spooky powers and the ability to drain away the souls from corpses, the unconscious, or those on the brink of death. The souls collected fuel the Revenant's powers and act as it's health, allowing the Revenant to use stronger powers and survive being hit when vulnerable. The Revenant is totally invisible except when it is draining souls or casting powers, meaning the crew has a chance to rid the station of the spirit if it catches it when it is vulnerable! | |||
'''Victory Conditions:''' | |||
* If the round ends, the Revenant is alive, and the Revenant has collected enough soul energy, the Revenant wins. | |||
===[[File:Nightmare.png]] [[Nightmare]]=== | |||
A terrifying creature of darkness has appeared in the dimly lit corridors of the station's maintenance tunnels. The Nightmare is able to de-materialize and re-materialize in and out of darkness at will, it's razor sharp Light Eater armblade snuffs the light out of anything it attacks, and can inflict terror into those who stay in the darkness for too long. Crew should exercise extreme caution should they come across darkness where there shouldn't be any. | |||
'''Victory Conditions:''' | |||
* None. Nightmares exist to be a threat with no end goal, outside of scaring people. | |||
===[[File:Generic ninja.png]] [[Space Ninja]]=== | |||
The Syndicate have hired a member of the Spider Clan sect to perform clandestine operations aboard the station! They use their high tech cybernetic equipment to carry out a variety of sabotage, assassinations, and subterfuge aboard any station they infiltrate. Out of any threat the station faces they hold the most amount of unique objectives, but their gear and skill are enough to compensate for the challenge. That is, unless station security are able to catch the slippery bastard. | |||
'''Victory Conditions:''' | |||
* If the round ends and the ninja has completed all of it's objectives while staying alive, the ninja wins. | |||
===[[File:Slaughterdemon.png]] [[Slaughter Demon]]=== | |||
A demon of blood has risen from the blood spilled aboard the station! The demon can jaunt by entering and appearing from blood on the floors and walls of the station, no matter how small or old the blood is. It can then drag in downed crew into the blood to devour them whole and eat them, healing it in the process! Usually Slaughter Demons are summoned by trickster Wizards who wish to sow chaos without having to lift a finger themselves, but with EXTREME rarity one can spawn randomly. | |||
'''Victory Conditions:''' | |||
* None. Slaughter Demons exist to be a threat with no end goal. | |||
===[[File:Pirate.png]] [[Pirate|Space Pirates]]=== | |||
Space-fairing brigands have come to ransack the station in search of loot! Space Pirates are varied in origin and equipment, and can vary in how dangerous they are, though most are here to rob the station of their hard earned credits and valuable materials. The Vault is of particular importance for the crew to protect should they want their valuables to not be plundered! | |||
'''Victory Conditions:''' | |||
* If the pirates have collected 50,000 credits worth of valuables using their bounty pad, the pirates win. | |||
===[[File:Obsessed.png]] [[Obsessed|Obsession Awakening]]=== | |||
A rare mental trauma that develops in the crew that causes the afflicted to become a murdery stalker type psychopath with an obsession with a particular person in the crew. Their obsession brings them to do weird things such as panic around their obsession, take pictures of their them, hug them, murder their close coworkers, which then culminates in obsessed killing their obsession! | |||
'''Victory Conditions:''' | |||
* If the obsessed completes their objectives, the obsessed wins. | |||
===[[File:Spacepol.png]] Fugitive Breakout=== | |||
A two-part event consisting of a group of escaped [[fugitives]] and their pursuing [[Hunters|fugitive hunters]]. The fugitives arrive early aboard the station and must avoid capture by the hunters who arrive some time later. The station may choose to help either side as they see fit. | |||
'''Victory Conditions:''' | |||
* If the fugitives avoid capture, the fugitives win. | |||
* If the hunters manage to capture all fugitives, the hunters win. | |||
===[[File:New dragon example.gif|32x32px]] [[Space Dragon|Space Dragon Attack]]=== | |||
A monstrous leviathan of deep space has come to bring ruin to the station! The alpha among space carps, it's powerful jaws, firebreath attack, and powerful wings can cut down swaths of crew if unprepared. The dragon seeks to open up three carp rifts across the station which give the dragon power as well as summon player controlled space carp to swarm the station. | |||
'''Victory Conditions:''' | |||
* If the dragon opens up all three rifts and becomes empowered without dying, the dragon wins at the end of the round. | |||
* If the dragon is unable to open the rifts before Emergency Shuttle arrives while it lives, the dragon becomes empowered regardless of how many rifts it opens. | |||
===[[File:Paradoxclone.png|32x32px]] [[Paradox Clone|Paradox Cloning]]=== | |||
Bluespace anomalies have caused a clone of one of the crew from another dimension to appear with the sole goal of killing and replacing the original! The clone and the original are perfect copies, so it is up to security and the rest of the crew to notice and figure out who the real one is! | |||
'''Victory Conditions:''' | |||
* If the paradox clone manages to kill the original and escape alive, the paradox clone wins. | |||
===[[File:Voidwalker1.png|32x32px]] [[Voidwalker]]=== | |||
A terrifying void-born creature has... voidwalked... their way to the exterior of the station. Voidwalkers are humanoid ambush predators, moving freely through space where they attack people in or near space by phasing through windows, taking crewpeople down, shattering a window with their Void Eater and sending their victims into the wispy void. The kidnap crew vanish, but return a short time later cursed... | |||
'''Victory Conditions:''' | |||
* None. Voidwalkers exist to be a threat with no end goal. | |||
=Admin Spawned Threats= | |||
===Clown Operatives=== | |||
A goofy alternative version of the normal Nuclear Operatives. A squad of clowns is tasked with detonating their bananium nuke aboard the station that pranks the station into thinking they're gonna be annihilated in nuclear hellfire! Honk! | |||
Their equipment is unique to that of regular Syndicate operatives and contains many clown themed items such as slipping Bananium energy swords, banana bombs, mustache teargas bombs, and even the feared Dark HONK exosuit. | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the bananium nuke "detonates" in the station successfully, the clowns win a Major Victory. | |||
===[[ | '''Reason For Exclusion''' It is a joke version of another antagonist and is thus left to admins to randomly decide to force it before the round starts. | ||
===[[Nations]]=== | |||
Nations is an unorthodox game mode that relies almost entirely upon roleplaying (in theory). In Nations, departments become '''independent states''' and it is their goal to survive through control of station resources, diplomacy, and battle. | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* Nations rounds do not end the game on their own. | |||
'''Reason For Exclusion''' In addition to being roleplay-reliant, Nations rounds often degenerate into Engineering cutting off the power, Cargo becoming a militant fortress, assistants running amok, and every crew member aggressively greytiding every other department while Security holes up and chugs quadruple sec. In practice, Cargo declares independence during a normal round a few times a week anyway. | |||
==Removed Gamemodes and Threats== | |||
Over the years, a new game mode will appear and sometimes it just doesn't make the cut. Maybe it was buggy and nobody wanted to fix it. Maybe it was difficult to balance properly. Maybe it was disliked by a large portion of the community, or even the maintainer of the mode requested to take it down. | |||
Whatever the case, the point is: Game modes get removed from time to time. Below is a list of all of those modes that are either no longer fully functional in the game or have been deleted entirely. | |||
===Secret=== | |||
Previously the standard game mode on /tg/station13, Secret randomly selects one of the main modes in each round. Compared to Dynamic, Secret tends to be less chaotic and more predictable, although [[random events]] may occur during the round and spawn additional side antagonists. | |||
= | === Random === | ||
Identical to Secret, but the game mode is openly announced. Virtually never seen. | |||
===[[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. | |||
Everyone present and alive on the shuttle at the end is considered to have won, whereas everyone left behind or dead has lost. | |||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
'''Reason For Exclusion''' | * When the Emergency Shuttle, after the set amount of time has passed, leaves. | ||
'''Reason For Exclusion''' When Dynamic was introduced and removed the traditional system of game modes, Meteor went with it. Meteor as a round type is often derided for removing any ability or interest in players doing their jobs, due to putting an immediate time limit on the round and causing constant, predictable damage. Instead, small meteor showers can randomly spawn as an event, or if admins decide the station has too much breathable atmosphere. | |||
===Sandbox === | ===Sandbox === | ||
Line 208: | Line 324: | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When everybody gets bored, or the server crashes, or an admin turns it off. | * When everybody gets bored, or the server crashes, or an admin turns it off. | ||
'''Reason For Exclusion''' | '''Reason For Exclusion''' When Dynamic was introduced and removed the traditional system of game modes, Sandbox went with it. | ||
== | ===Double Agents === | ||
A number of the crew are undercover Nanotrasen Internal Affairs Agents (functionally as Traitors) tasked with eliminating another agent while also ensuring they don't get killed by another agent tasked with killing them. | |||
'''Game Ending Conditions:''' | |||
* When the Emergency Shuttle docks with Central Command. | |||
'''Reason For Exclusion''' When Dynamic was introduced and removed the traditional system of game modes, Double Agent went with it. | |||
===[[File:Clockwork_slab.gif | ===[[File:Clockwork_slab.gif|link=Clockwork_Cult|40x40px]] [[Clockwork Cult]]=== | ||
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: '''Ratvar, the Clockwork Justiciar.''' An amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. To do this, He has assembled a small group of loyal servants in the '''City of Cogs (Reebe)''', a large brass structure floating through the void. A link between this plane and the mortal one has been made, unfortunately, to '''Space Station 13'''. The servants must warp to the station in order to '''gather more converts''' and '''generate power''' for their own needs, all the while sabotaging the crew. Once ready, Ratvar will attempt to return through the '''Ark''' in the '''City of Cogs'''. This will cause portals to open on the station, where the crew can enter Reebe '''in a last ditch effort to stop the return of Ratvar!''' | While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: '''Ratvar, the Clockwork Justiciar.''' An amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. To do this, He has assembled a small group of loyal servants in the '''City of Cogs (Reebe)''', a large brass structure floating through the void. A link between this plane and the mortal one has been made, unfortunately, to '''Space Station 13'''. The servants must warp to the station in order to '''gather more converts''' and '''generate power''' for their own needs, all the while sabotaging the crew. Once ready, Ratvar will attempt to return through the '''Ark''' in the '''City of Cogs'''. This will cause portals to open on the station, where the crew can enter Reebe '''in a last ditch effort to stop the return of Ratvar!''' | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If the Emergency Shuttle leaves the station and docks at Central Command before the Cult can summon Ratvar, the crew wins. | * If the Emergency Shuttle leaves the station and docks at Central Command before the Cult can summon Ratvar, the crew wins. | ||
*If Ratvar is summoned, the Cult wins, even if the shuttle arrives afterwards. | * If Ratvar is summoned, the Cult wins, even if the shuttle arrives afterwards. | ||
*Summoning Ratvar will automatically end the round after a short period, regardless of the state of the game. | * Summoning Ratvar will automatically end the round after a short period, regardless of the state of the game. | ||
'''Reason for Exclusion:''' | '''Reason for Exclusion:''' Despite several overhauls and many iterations, Clockwork Cult never achieved a truly balanced state, often ending in one-sided stomps for either side. It was removed from standard rotation on April 3, 2018, at the request of its maintainer. The code was removed from the game on October 15, 2019, though the sprites and sound effects are still kicking around. | ||
Despite several overhauls and many iterations, Clockwork Cult never achieved a truly balanced state, often ending in one-sided stomps for either side. It was removed from standard rotation on April 3, 2018, at the request of its maintainer. The code was removed from the game on October 15, 2019, though the sprites and sound effects are still kicking around. | |||
===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]=== | ===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]=== | ||
The station has been invaded by '''light-sensitive alien creatures''' FROM SPACE! Shadowlings can '''enthrall''' humans, which is basically a euphemism for the enslavement of their minds. They start off '''disguised as normal crewmen''' but can "hatch" to unlock their full potential, at the cost of being severely harmed by light. | The station has been invaded by '''light-sensitive alien creatures''' FROM SPACE! Shadowlings can '''enthrall''' humans, which is basically a euphemism for the enslavement of their minds. They start off '''disguised as normal crewmen''' but can "hatch" to unlock their full potential, at the cost of being severely harmed by light. | ||
Until they ascend, of course. | Until they ascend, of course. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* If any Shadowling ascends, the Shadowlings win. | |||
* If all Shadowlings are killed the crew wins. | |||
* If the station is evacuated the crew wins. | |||
'''Reason For Exclusion:''' Eventually reworked into the [[Nightmare]] side antagonist. | |||
===[[Hand of God]]=== | ===[[Hand of God]]=== | ||
Line 248: | Line 366: | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* ??? | |||
* ??? | |||
'''Reason For Exclusion:''' After being launched in a buggy state and prominent negative feedback, HoG ceased development and was later removed. | |||
===[[Devil]]=== | ===[[Devil]]=== | ||
Line 261: | Line 378: | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
'''Reason for exclusion:''' | * A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time. | ||
[https://github.com/tgstation/tgstation/pull/53612 See Pull Request #53612: Fully removes devil and affiliated shitcode for more information.] | * Otherwise, devils win by completing all of their objectives before the round ends. | ||
'''Reason for exclusion:''' [https://github.com/tgstation/tgstation/pull/53612 See Pull Request #53612: Fully removes devil and affiliated shitcode for more information.] | |||
===[[File:Gscans.png|link= | ===[[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. | 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:''' | '''Game Ending Conditions:''' | ||
'''Reason For Exclusion:''' | * The first gang to activate and successfully defend a dominator machine wins. | ||
Gang War was flawed and also disliked by a reasonable portion of the playerbase, coders and code maintainers. It was eventually given a spiritual successor in Families, albeit with heavy changes. | * If the station is destroyed or evacuated, all gangs lose. | ||
'''Reason For Exclusion:''' Gang War was flawed and also disliked by a reasonable portion of the playerbase, coders and code maintainers. It was eventually given a spiritual successor in Families, albeit with heavy changes. | |||
===[[File:Gscans.png|link=Families]] [[Families]]=== | ===[[File:Gscans.png|link=Families]] [[Families]]=== | ||
Line 281: | Line 398: | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
' | * None! Families can exist the entire round up until the shuttle docks with CentCom. There's no hard win/lose condition either, outside of one of the families getting entirely wiped out. | ||
'''Reason For Exclusion:''' [https://github.com/tgstation/tgstation/pull/68480 See "'''Pull #68480: Removes the Families gamemode'''" for more information]. | |||
===[[File:Monkey.png]] Monkey=== | ===[[File:Monkey.png]] 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. <s>The disease can be cured by '''eating bananas''', which also provides immunity to any further monkey infections</s> Bananas do NOT cure the disease, only death (or admin shenanigans) does. 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 impunity. | 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. <s>The disease can be cured by '''eating bananas''', which also provides immunity to any further monkey infections</s> Bananas do NOT cure the disease, only death (or admin shenanigans) does. 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 impunity. | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
'''Reason For Exclusion:''' | * If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins. | ||
After a number of failed attempts to make Monkey mode balanced, it was scrapped entirely, although the jungle fever disease is still adminspawnable. | * If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom. | ||
'''Reason For Exclusion:''' After a number of failed attempts to make Monkey mode balanced, it was scrapped entirely, although the jungle fever disease is still adminspawnable. | |||
===[[File:Sword.gif|link=Overthrow]] [[Overthrow]]=== | ===[[File:Sword.gif|link=Overthrow]] [[Overthrow]]=== | ||
Line 301: | Line 417: | ||
'''Game Ending Conditions:''' | '''Game Ending Conditions:''' | ||
* When the Emergency Shuttle docks at Central Command. | * When the Emergency Shuttle docks at Central Command. | ||
*The team that gained the most points by completing their objectives wins | * The team that gained the most points by completing their objectives wins. | ||
'''Reason For Exclusion:''' A horribly confusing game mode that was unclear in its points system, unclear on the relationship between the other Syndicate teams, and numerous other issues. It was disliked by much of the player base and the creator eventually lost interest in working on it. | |||
===[[File:Assimilate.png|link=Assimilation]] [[Assimilation]]=== | ===[[File:Assimilate.png|link=Assimilation]] [[Assimilation]]=== | ||
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 [[ | 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 [[Security items#Mindshield Implant|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. | |||
* If a hivemind host has completed all objectives, they get greentext. | |||
'''Reason For Exclusion:''' The game mode's creator was driven away by "feedback" which mostly consisted of screeching and insults. The concept of a stealth conversion antag was also never really fun for anyone except the host (mostly due to hivemind hosts rarely creating anything other than mild annoyances for non-antagonist crew). | |||
===[[File:Assistant.png|link=Thief]] [[Thief]]=== | ===[[File:Assistant.png|link=Thief]] [[Thief]]=== | ||
A '''low level antagonist''' with the simple goal to steal a specific item, or items, and either smuggle them offstation or hoard them in [[Maintenance]]. This could be anything from a [[High- | A '''low level antagonist''' with the simple goal to steal a specific item, or items, and either smuggle them offstation or hoard them in [[Maintenance]]. This could be anything from a [[High-risk items|high risk item]], insulated gloves, organs, or even corpses. However they are '''not allowed to kill''' (see [https://tgstation13.org/phpBB/viewtopic.php?p=630109#p630109 this ruling]) except for in self defense. | ||
'''Game Winning Conditions:''' | '''Game Winning Conditions:''' | ||
'''Reason For Exclusion:''' | * When the Emergency Shuttle docks at Central Command, if the thief escaped with the item or hoarded enough of the items in a specific room in [[Maintenance]]. | ||
[https://github.com/tgstation/tgstation/pull/69304 See this pull request for more information] | |||
'''Reason For Exclusion:''' [https://github.com/tgstation/tgstation/pull/69304 See this pull request for more information] | |||
Among other things thieves failed to land on both the LRP and MRP servers. Their no kill clause was confusing and a policy-can-o-worms in the former, and in the latter players tended to play too safe, failing to cause drama and actually antagonize anyone. Much blame was cast from all sides on why they ultimately had to be removed, but eventually it was decided to remove them from the game exactly 7 months after their addition. Some things are just not meant to be. | Among other things thieves failed to land on both the LRP and MRP servers. Their no kill clause was confusing and a policy-can-o-worms in the former, and in the latter players tended to play too safe, failing to cause drama and actually antagonize anyone. Much blame was cast from all sides on why they ultimately had to be removed, but eventually it was decided to remove them from the game exactly 7 months after their addition. Some things are just not meant to be. | ||
==Miscellaneous== | ==Miscellaneous== | ||
These game modes were tested at one point on the main /tg/ servers, but never extensively tested (probably because they were bad / not compatible with server ideals, etc). Some of these might still be in the code. | These game modes were tested at one point on the main /tg/ servers, but never extensively tested (probably because they were bad / not compatible with server ideals, etc). Some of these might still be in the code, only exist as commonly ran admin events, or are admin Lua script creations. | ||
* '''Clown Operatives''': Developed as an Aprils Fools joke PR, it's mostly same as Nuclear Emergency, but the operatives are sent by Clown Planet. God knows what beef they have against Nanotrasen. Anyways, they share most of their item pool with the normal nuke ops, but they do have some unique items. For example, they have banana grenades, bananium e-swords, bananium e-shields, and they can even buy their own H.O.N.K. mech, which is modified to accept lethal weaponry. Instead of a normal syndicate nuke, they get a bananium fission explosive, which explodes to the crescendo of bikehorns. Unfortunately, these operatives are not clumsy, and will not shoot themselves when they try to handle a gun. | |||
* '''JeffJeff''': [[Highlander|Highlanders]], but instead of a Claymore, half of the players are turned into [[Holoparasite|NOT-Stands]], and the other half are turned into NOT-Stand users. | |||
* '''Arching Operation''': In a sort of a "reverse revolution", the [[Captain]], through some intricate conspiracy, has crowned himself as the "Monarch", and has made the entire station his fief. All of the heads of staff, who have pledged allegiance, have been landed as "Nobles", and [[Shitcurity]] have now become "Knights". Unfortunately for most of the crew, the entire chain of command are now lunatics, who want to nuke the station through their access to the nuclear authentication disk. The rest of the crew have to try to wrest the disk out of the hands of the Captain, whilst battling to keep the [[Emergency Shuttle]] called. Very anti-fun. | |||
* '''Devil Agents''': A shit-ton of Devils are spawned, and like Double Agents, they all have objectives to kill each other. It degenerates into chaos a lot faster than normal Devils, which is saying a lot. | |||
* '''Everyone is the traitor''': Do I really have to explain this?. | |||
* '''Extended Events''': It's just normal extended, except [[random events]] can't trigger. Probably still an admin-button. | |||
* '''Gang War, No Security''': Self-explanatory. | |||
* '''Vigilante Gang War''': Robustin's attempt to resuscitate Gangs, Security gets replaced with Vigilantes with specialized tools, who have an objective to destroy all gangs, regardless of affiliation. | |||
* '''Infiltration''': Think of normal Traitors, but they have to come into the station via an outside mean. Or, well, think of Nuclear Operatives, if they had a less overt, and more stealthy goal. | |||
* '''Ragin' Mages''': Three to four wizards come onto the station, engage in a glorified gangbang on the crew. Somehow all the wizards still have a tendency to die early on, and there's STILL a low chance for greentext. God knows why. | |||
* '''Very Ragin' Bullshit Mages''': Ragin' Mages, but the crew who end up getting killed by the Ragin' Mages get to respawn through a verb into a Wizard, adding to the critical mass of the Ragin' of the Mages. Legend says that if there are enough wizards, they can even collapse into a magical Singularity. Not that anyone would try... | |||
* '''Rod Madness''': Meteors, but with Immovable Rods instead of meteors! The only good thing about this is that the [[Research Director]] gets to achieve maximum buffness through several consecutive suplexes. | |||
* '''Speedy Revolution''': Revolution, but if neither side has won by the 20 minute mark, the on-station nuke goes off, with no real warning. It's somehow intended to prevent security from camping in Cargo, but all it really entails is a free for all brawl. | |||
* '''Disaster''': Meteors, but instead of the Emergency Shuttle being called, the crew get yelled at to pack up everything they can carry and to go down to [[Lavaland]]. Then, the Shuttle only gets called when all the [[Megafauna]] on Lavaland are dead. You basically have to get carried on the backs of one or two miners. | |||
* '''Infection''': A very ambitious gamemode attempting to replicate the feeling of the Blob gamemode, whilst trying to remedy some of its shortfalls. In doing so, it created several shortfalls of its own, in that it often ends up feeling like a meat grinder. Unique in that there happens to be a video archive of it. [https://www.youtube.com/watch?v=Yh8E6T_gS6Y 1], [https://www.youtube.com/watch?v=NBoJXY10OuY 2]. | |||
* '''Maintenance Clown''': A popular Lua script antagonist that creates a horrific slasher movie clown with the ability to jump into the floorboards via the station's maintenance tunnels, a disabling alt attack with any cleaver/knife, and the power to pry open airlocks. They gain points to spend on upgrading their stats via killing people with reverse beartraps the clown places on their victim's heads. These stat upgrades grant the maint clown new powers or upgrades to existing ones. | |||
* '''Just Fuck My Shit Up''': All of the above. Do I really have to explain? It creates a whole plethora of potentially round-ending antags, chucks them in a cage, and yells "Go!". Best thing about this is that the bored jannie supervising the chaos doesn't even have to get carpal tunnel from mashing buttons! It just happened to be TOO easy to abuse. | |||
[[Category:Game Modes]] | [[Category:Game Modes]] | ||
[[Category:OOC]] | [[Category:OOC]] |
Revision as of 23:28, 10 May 2025
The Game Mode (or Ruleset in terms of the Dynamic game mode) decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins at roundstart or altered midround through manual spawning. or by the round going into a mulligan.
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Special Events
A vote was taken, buttons were pushed and one of the admins has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe an inspector from Central Command will make a visit to the station. Maybe the station will be invaded by space soviets. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun!
Random events
Random events are events which may happen during another round type. Events like this usually only happen after a set amount of time, from 20 minutes up to an hour and 20 minutes. Severity of events range from minor things to keep departments busy to full on crisis events. Random events can include meteor waves, virus outbreaks, blob formations, even nasty xenomorph infestations!
Mode Selection Types
Before getting into the game modes themselves, there are several ways for a server to select which mode will be played per round. These settings are generally server-specific, so if you prefer one over the other, look to see which servers run which.
Dynamic
Enemy communication intercepted. Security Level Elevated.
The standard and sole real game mode. 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 up to three roundstart rulesets depending on the pop and threat level. Threat level is split into two separate budgets, one for round start and one for midround/latejoin. The latejoin ruleset can assign late joining players as antagonists, and the midround ruleset assigns (prompts) ghosts or currently living players as antagonists. Any threat that wasn't used in the round start budget is transferred to the midround/latejoin budget. Depending on station traits and other RNG factors, this can result in balanced rounds with antagonists at the start and more sprinkled in throughout, or either end can be stacked with all the threat available.
Compared to the previous main game mode, Secret, Dynamic rounds are often more chaotic and energetic thanks to the abundance of possible antagonists, for better or worse. Additionally, Dynamic rounds do not end when main antagonists are defeated, only when a round-ending antagonist wins or the shuttle leaves the station.
The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart. These reports are now 100% accurate, but the exact number is hidden by the following Advisory Levels provided by Central Command:
Advisory Levels
- Yellow Star (0 to 65): "Your sector's advisory level is Yellow Star. Surveillance shows a credible risk of enemy attack against our assets in the Spinward Sector. We advise a heightened level of security alongside maintaining vigilance against potential threats."
- Red Star (66 to 79): "Your sector's advisory level is Red Star. The Department of Intelligence has decrypted Cybersun communications suggesting a high likelihood of attacks on Nanotrasen assets within the Spinward Sector. Stations in the region are advised to remain highly vigilant for signs of enemy activity and to be on high alert."
- Black Orbit (80 to 99): "Your sector's advisory level is Black Orbit. Your sector's local communications network is currently undergoing a blackout, and we are therefore unable to accurately judge enemy movements within the region. However, information passed to us by GDI suggests a high amount of enemy activity in the sector, indicative of an impending attack. Remain on high alert and vigilant against any other potential threats."
- Midnight Sun (100): "Your sector's advisory level is Midnight Sun. Credible information passed to us by GDI suggests that the Syndicate is preparing to mount a major concerted offensive on Nanotrasen assets in the Spinward Sector to cripple our foothold there. All stations should remain on high alert and prepared to defend themselves."
Extended and Secret Extended
Thanks to the tireless efforts of our security and intelligence divisions, there are currently no credible threats to Space Station 13. All station construction projects have been authorized. Have a secure shift!
If you see the above security report, it means the mode is Extended. Also known as greenshift, green alert, green star and nothing, Extended rounds have no antagonists, allowing the crew to enjoy a quiet shift.
However, in special circumstances, when the crew is void of griefers and other problematic people, and enough crew members are competent and roleplay, it can be a very entertaining mode. The absence of blatant traitors, wizards or operatives means that the whole crew can work together with a peaceful mind and tackle anything thrown at them from random events or the admins. On this mode all station goals are unlocked so their parts can be ordered from cargo.
In addition, Secret Extended rounds exist. The only difference is that the crew isn't told that it's a greenshift, leading to advanced paranoia amongst the crew.
Minor Round-start Threats
The following threats are the primary ones randomly selected by Dynamic, and make up the bulk of rounds, individually or in combination.
Traitor
The most common antagonist across all of SS13. In Traitor, one or more crew members are Syndicate agents and are given an Uplink to provide them with useful tools to help them complete their goal. More traitors can appear throughout the round from existing crew as awakened Syndicate Sleeper Agents, or through infiltrating the station via the Arrivals Shuttle. The crew must find out who the traitors are and stop them from reaching their goal.
Traitor objectives are usually a small selection of the following:
- Assassinate or maroon a specific crew member.
- Steal a restricted item.
- Escape alive and out of custody on the Emergency Shuttle (or an escape pod) when it arrives at Central Command, OR die a glorious death (be dead when the round ends).
Traitors (and many other solo antagonists) may also create their own custom objectives that overwrite all objectives except their Escape/Glorious Death objective!
Each traitor has their own objectives, and traitors win or lose individually. Most of the time, they win if they're alive on a valid escape shuttle or pod when the round ends. Traitors can team up, but they can just as easily backstab each other.
Victory Conditions:
- If a traitor has completed all their objectives, they get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.
Blood Brothers
NOTE: CURRENTLY ONLY ENABLED ON /TG/'S MEDIUM ROLEPLAY SERVER MANUEL.
Some of the crew are initiates into the Syndicate, eager to prove they have what they takes. This game mode is very similar to Traitor, with one very important distinction: instead of having a Syndicate uplink, a single Brother is given a flash to convert someone to be their Blood Brother. As a team they both work together on the same group of objectives and succeed or fail together! Similar to Traitor, many different groups of Blood Brothers can team up or work against each other.
Blood brothers always have one of two objectives, either the objective to make sure every member of their team escapes alive and out of custody or hack the shuttle console. Blood Brothers' strongest advantage is the ability to work together with absolute trust and secrecy, and a well coordinated team can set diabolical schemes into motion that would be nearly impossible with just one Traitor.
Victory Conditions:
- If a group of Blood Brothers has completed all of their objectives, they all get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.
Heretic
A small number of the crew have acquired eldritch knowledge and are traveling down a dark path in pursuit of power... these "heretics", as deemed by Nanotrasen, progress through unique ability trees by collecting eldritch influences scattered across the station or by sacrificing crew members. With access to the paths of Ash, Moon, Lock, Flesh, Void, Blade, Rust and Cosmos, they can choose to specialize in different magic powers and heretical equipment, building towards their eventual Final Ascension. More heretics can appear throughout the round via the Arrivals Shuttle as Heretic Smugglers
Heretics are solo antagonists like Traitors, and their pursuit of the same limited resources often pits them against each other. They may even be tasked with sacrificing each other!
Victory Conditions:
- If a heretic has completed all objectives, they get greentext when the round ends.
- If a heretic completes their Final Ascension, they get greentext when the round ends regardless of all other objectives.
Changeling
Some of the crew are not what they appear to be! These changelings are monsters in human form, with the ability to absorb (eat) people and take on their DNA/identity. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changeling can be anyone they've absorbed and can switch identities instantaneously; only absorbing takes time and peace. More changelings can appear throughout the round by arriving as a stowaway aboard the Arrivals Shuttle, or from the station's exterior in a fleshy Changeling Meteor.
Like traitors, changelings will have objectives to accomplish before the Escape Shuttle arrives, usually to kill a certain person and/or escape with their identity. Some changeling objectives will require the changelings to compete or even absorb another of their own kind.
Victory Conditions:
- If a changeling has completed all objectives, they get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.
Spy
A portion of the crew are undercover spies. Their mission (if they choose to accept it) is any number of randomly chosen mission suggestions. To accomplish these tasks, they steal various valuable items, machines, and structures from throughout the station (which are then fenced off on the black market). In exchange for completing these bounties for their employer, their Spy Uplink will provide them a random piece of illicit equipment ranging from Syndicate gadgets and weapons to unique contraband not normally obtainable elsewhere.
As their objectives are random suggestions with no set win condition, Spies are free to pursue what they see fit given the random assortment equipment they can get. They may just steal a bunch of stuff too!
Victory Conditions:
- If a Spy hasn't died, they get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.
Major Round-start Threats
The following threats are the primary ones randomly selected by Dynamic, and makes up for the most influential danger of the round. Usually only one spawns per round, but it is possible that none can spawn at all or multiple if the threat is high enough.
Nuclear Emergency
A team of Syndicate operatives has been sent on a mission to completely destroy the station with a nuclear bomb. However, they must get the Nuclear Authentication Disk from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk.
The operatives have access to uplinks containing most normal traitor items as well as high-profile operative weapons, and have Pinpointers that will allow them to hunt for the Disk. They begin the round at the home base and must travel to the station on their cruiser, and can optionally choose to declare war, telegraphing their arrival in exchange for more tools and weapons.
Game Ending Conditions:
- If the nuke detonates in the station successfully and the Syndicate Shuttle escapes with at least one operative on board, the Syndicates win 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 but the operatives manage to hijack the shuttle, the Syndicates win a Minuscule Victory.
- If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.
- If the nuke detonates successfully but not in the station, the crew wins a Minor Victory.
- If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
- If the nuke detonates in the Syndicate's base successfully, the Syndicates earn a Humiliating Defeat.
Revolution
A small cadre of crew members have had enough of the command staff's bullshit, so it's time to revolt! Revolutionary Heads (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by The Syndicate and have been trained to use Flashes to brainwash the crew to join their cause, which is to slaughter all the station's Heads of Staff.
When a Revhead uses a flash on someone who isn't mindshield implanted (all security members start implanted), a Head of Staff, or flash-protected by eyewear, they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but will never depart (pending a "conflict resolution") while either Heads or Revolutionary Heads remain. A lone revhead can arrive midround aboard the Arrivals Shuttle as a Provocateur to start a new revolution should none exist at the start of the round.
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.
Victory Conditions:
- If all of the Revheads die or "abandon the cause" by leaving the z-level (traveling to Lavaland), the Heads of Staff win. The round will continue if the Revolution is wiped out, with a message from Centcom once the last revhead dies.
Blood Cult
A vile blood cult of brainwashed acolytes have infiltrated the station, with the sole intent to summon their elder god Nar-Sie, The Geometer of Blood. The cult will have to use a combination of stealth and their powerful blood magic to complete their goals, along with converting the rest of the crew to their side. To do this, the cult must sacrifice a specific target to please Nar-Sie, usually a member of Security or the Chaplain. Once they sacrifice their target, they can draw a powerful blood rune to summon Nar-Sie to the Mortal Realm. Nar-Sie's cultists pose a great threat to the station and the crew, and it is up to Security and the Chaplain to stop them.
Game Ending Conditions:
- If Nar'Sie is summoned, the Cult wins (even if the shuttle arrives afterwards) and the station's self destruct is activated after a short period.
- If Nar'Sie is summoned and a large percentage of the remaining sentient life have been offered to Nar'sie, the Cult wins with a special ending cinematic...
- Summoning Nar'Sie will automatically end the round after a short period, regardless of the state of the game.
Victory Conditions:
- If the Emergency Shuttle leaves the station and docks at Central Command before the Cult can summon Nar'Sie, the crew wins.
Wizard
A space wizard has been tasked to assault 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 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 often to steal or destroy something or someone on the station and escape on the shuttle, much like a Traitor.
Victory Conditions:
- If the Emergency Shuttle docks at Central Command without the Wizard completing their objectives or if the Wizard dies, the Wizard fails.
- If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.
AI Malfunction
Oh no! An ion storm has caused the AI to malfunction and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it hate the crew with a passion! The crew must race to discover and defeat the mechanical overlord before it hacks all of SS13's systems and completes it's goals, or worse, wipes all life from the station via the Doomsday Device! Until then, all the AI has to do is survive!
The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.
Similar to Traitors, malfunctioning AIs have formulated their own new objectives which usually focus on ensuring the death/marooning of a specific crew member, or ensuring that nobody escapes aboard the Emergency Shuttle. They are free to lay low and cause problems with their new-found freedom, assimilate the crew using their Robotic Factory, or to go for total lifeform annihilation through their Doomsday Device.
Game Ending Conditions:
- If the malfunctioning AI activates the Doomsday Device and wipes all non-silicon life from the station, the AI wins.
Victory Conditions:
- If the malfunctioning AI survives until the round ends and completes their objectives, the AI wins.
- If the malfunctioning AI is dead when the round ends, the crew wins.
Mid-round Threats
In addition to the round start threats, additional threats exist in several different forms.
Most of these threats are spawned by the Dynamic game mode or are randomly spawned by Random events.
You'll find all of these threat listings on the Jobs page as well under the side antagonist section.
Blob/Blob Infection
The Blob is a large, growing, sentient creature which destroys everything in its path, attacking whatever gets in the way. Supposedly it was to be a NanoTrasen bio-weapon to be used against the corporation's enemies, but it looks like you can't contain a bio-hazard like this! Reported blob powers include rapid growth, the ability to reform it's main chemical composition to adapt to threats, growing hostile spores that attack non-blob life, even creating large entities of blob matter that can break through solid walls! Destroy the blob before it consumes the entire station!
Alternatively, a random member of the station's crew can be infected with a Blob Infection. They will burst and become a Blob core after a few minutes, allowing them a short amount of time to prepare before they transform.
Game Ending Conditions:
- If the blob manages to spread to critical mass, the round will end shortly after and the crew will lose.
Victory Conditions:
- If the crew manage to destroy the blob core, the crew will win and the round will progress as normal.
Abduction
Aliens have reached Space Station 13! Unlike their lustier cousins, these aliens simply want to, in classic extraterrestrial style, do research on other species -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship.
Victory Conditions:
- When the round ends, Abductors win if they've experimented on enough crew.
Alien Infestation
Aliens have reached Space Station 13! A number of xenomorph larvae have somehow gotten aboard the station, and will soon grow into fully developed xenomorphs! It's up to the crew to slay the Queen and kill any stranglers before the hive takes over the station!
Victory Conditions:
- If the Emergency Shuttle docks at Central Command with living xenomorphs aboard it, the xenomorphs win.
- If all xenomorphs are killed when the round ends, the crew wins.
Spider Infestation
A number of giant spider eggs have somehow gotten aboard the station, and will soon hatch into egg-laying broodmother spiders! These spiders hunt and kill crew to spawn unique and more lethal spider variants.
Victory Conditions:
- None. Spiders exist to be a threat with no end goal.
Revenant Haunting
High tech space stations aren't immune to supernatural hauntings. The high amount of death aboard has attracted a Revenant, a malicious spirit posessing various spooky powers and the ability to drain away the souls from corpses, the unconscious, or those on the brink of death. The souls collected fuel the Revenant's powers and act as it's health, allowing the Revenant to use stronger powers and survive being hit when vulnerable. The Revenant is totally invisible except when it is draining souls or casting powers, meaning the crew has a chance to rid the station of the spirit if it catches it when it is vulnerable!
Victory Conditions:
- If the round ends, the Revenant is alive, and the Revenant has collected enough soul energy, the Revenant wins.
Nightmare
A terrifying creature of darkness has appeared in the dimly lit corridors of the station's maintenance tunnels. The Nightmare is able to de-materialize and re-materialize in and out of darkness at will, it's razor sharp Light Eater armblade snuffs the light out of anything it attacks, and can inflict terror into those who stay in the darkness for too long. Crew should exercise extreme caution should they come across darkness where there shouldn't be any.
Victory Conditions:
- None. Nightmares exist to be a threat with no end goal, outside of scaring people.
Space Ninja
The Syndicate have hired a member of the Spider Clan sect to perform clandestine operations aboard the station! They use their high tech cybernetic equipment to carry out a variety of sabotage, assassinations, and subterfuge aboard any station they infiltrate. Out of any threat the station faces they hold the most amount of unique objectives, but their gear and skill are enough to compensate for the challenge. That is, unless station security are able to catch the slippery bastard.
Victory Conditions:
- If the round ends and the ninja has completed all of it's objectives while staying alive, the ninja wins.
Slaughter Demon
A demon of blood has risen from the blood spilled aboard the station! The demon can jaunt by entering and appearing from blood on the floors and walls of the station, no matter how small or old the blood is. It can then drag in downed crew into the blood to devour them whole and eat them, healing it in the process! Usually Slaughter Demons are summoned by trickster Wizards who wish to sow chaos without having to lift a finger themselves, but with EXTREME rarity one can spawn randomly.
Victory Conditions:
- None. Slaughter Demons exist to be a threat with no end goal.
Space Pirates
Space-fairing brigands have come to ransack the station in search of loot! Space Pirates are varied in origin and equipment, and can vary in how dangerous they are, though most are here to rob the station of their hard earned credits and valuable materials. The Vault is of particular importance for the crew to protect should they want their valuables to not be plundered!
Victory Conditions:
- If the pirates have collected 50,000 credits worth of valuables using their bounty pad, the pirates win.
Obsession Awakening
A rare mental trauma that develops in the crew that causes the afflicted to become a murdery stalker type psychopath with an obsession with a particular person in the crew. Their obsession brings them to do weird things such as panic around their obsession, take pictures of their them, hug them, murder their close coworkers, which then culminates in obsessed killing their obsession!
Victory Conditions:
- If the obsessed completes their objectives, the obsessed wins.
Fugitive Breakout
A two-part event consisting of a group of escaped fugitives and their pursuing fugitive hunters. The fugitives arrive early aboard the station and must avoid capture by the hunters who arrive some time later. The station may choose to help either side as they see fit.
Victory Conditions:
- If the fugitives avoid capture, the fugitives win.
- If the hunters manage to capture all fugitives, the hunters win.
Error creating thumbnail: sh: line 1: $(/usr/bin/env which magick): No such file or directory Error code: 127 Space Dragon Attack
A monstrous leviathan of deep space has come to bring ruin to the station! The alpha among space carps, it's powerful jaws, firebreath attack, and powerful wings can cut down swaths of crew if unprepared. The dragon seeks to open up three carp rifts across the station which give the dragon power as well as summon player controlled space carp to swarm the station.
Victory Conditions:
- If the dragon opens up all three rifts and becomes empowered without dying, the dragon wins at the end of the round.
- If the dragon is unable to open the rifts before Emergency Shuttle arrives while it lives, the dragon becomes empowered regardless of how many rifts it opens.
Paradox Cloning
Bluespace anomalies have caused a clone of one of the crew from another dimension to appear with the sole goal of killing and replacing the original! The clone and the original are perfect copies, so it is up to security and the rest of the crew to notice and figure out who the real one is!
Victory Conditions:
- If the paradox clone manages to kill the original and escape alive, the paradox clone wins.
Voidwalker
A terrifying void-born creature has... voidwalked... their way to the exterior of the station. Voidwalkers are humanoid ambush predators, moving freely through space where they attack people in or near space by phasing through windows, taking crewpeople down, shattering a window with their Void Eater and sending their victims into the wispy void. The kidnap crew vanish, but return a short time later cursed...
Victory Conditions:
- None. Voidwalkers exist to be a threat with no end goal.
Admin Spawned Threats
Clown Operatives
A goofy alternative version of the normal Nuclear Operatives. A squad of clowns is tasked with detonating their bananium nuke aboard the station that pranks the station into thinking they're gonna be annihilated in nuclear hellfire! Honk!
Their equipment is unique to that of regular Syndicate operatives and contains many clown themed items such as slipping Bananium energy swords, banana bombs, mustache teargas bombs, and even the feared Dark HONK exosuit.
Game Ending Conditions:
- If the bananium nuke "detonates" in the station successfully, the clowns win a Major Victory.
Reason For Exclusion It is a joke version of another antagonist and is thus left to admins to randomly decide to force it before the round starts.
Nations
Nations is an unorthodox game mode that relies almost entirely upon roleplaying (in theory). In Nations, departments become independent states and it is their goal to survive through control of station resources, diplomacy, and battle.
Game Ending Conditions:
- Nations rounds do not end the game on their own.
Reason For Exclusion In addition to being roleplay-reliant, Nations rounds often degenerate into Engineering cutting off the power, Cargo becoming a militant fortress, assistants running amok, and every crew member aggressively greytiding every other department while Security holes up and chugs quadruple sec. In practice, Cargo declares independence during a normal round a few times a week anyway.
Removed Gamemodes and Threats
Over the years, a new game mode will appear and sometimes it just doesn't make the cut. Maybe it was buggy and nobody wanted to fix it. Maybe it was difficult to balance properly. Maybe it was disliked by a large portion of the community, or even the maintainer of the mode requested to take it down.
Whatever the case, the point is: Game modes get removed from time to time. Below is a list of all of those modes that are either no longer fully functional in the game or have been deleted entirely.
Secret
Previously the standard game mode on /tg/station13, Secret randomly selects one of the main modes in each round. Compared to Dynamic, Secret tends to be less chaotic and more predictable, although random events may occur during the round and spawn additional side antagonists.
Random
Identical to Secret, but the game mode is openly announced. Virtually never seen.
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.
Everyone present and alive on the shuttle at the end is considered to have won, whereas everyone left behind or dead has lost.
Game Ending Conditions:
- When the Emergency Shuttle, after the set amount of time has passed, leaves.
Reason For Exclusion When Dynamic was introduced and removed the traditional system of game modes, Meteor went with it. Meteor as a round type is often derided for removing any ability or interest in players doing their jobs, due to putting an immediate time limit on the round and causing constant, predictable damage. Instead, small meteor showers can randomly spawn as an event, or if admins decide the station has too much breathable atmosphere.
Sandbox
Like extended, except you can spawn any item you want through the "Sandbox Panel" verb.
In theory, this is the mode you go to figure out how stuff works and practice various systems, such as starting the engine or building complex pipe constructs.
In practice this is the mode where everyone spawns cloaks and revolvers and gives themselves all the wizard spells, then everyone kills each other on sight causing a massive bitchy argument in OOC for half an hour until someone goes onto the forums to get an admin to restart the server/ban everyone else for being giant griffins.
Game Ending Conditions:
- When everybody gets bored, or the server crashes, or an admin turns it off.
Reason For Exclusion When Dynamic was introduced and removed the traditional system of game modes, Sandbox went with it.
Double Agents
A number of the crew are undercover Nanotrasen Internal Affairs Agents (functionally as Traitors) tasked with eliminating another agent while also ensuring they don't get killed by another agent tasked with killing them.
Game Ending Conditions:
- When the Emergency Shuttle docks with Central Command.
Reason For Exclusion When Dynamic was introduced and removed the traditional system of game modes, Double Agent went with it.
Clockwork Cult
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. To do this, He has assembled a small group of loyal servants in the City of Cogs (Reebe), a large brass structure floating through the void. A link between this plane and the mortal one has been made, unfortunately, to Space Station 13. The servants must warp to the station in order to gather more converts and generate power for their own needs, all the while sabotaging the crew. Once ready, Ratvar will attempt to return through the Ark in the City of Cogs. This will cause portals to open on the station, where the crew can enter Reebe in a last ditch effort to stop the return of Ratvar!
Game Ending Conditions:
- If the Emergency Shuttle leaves the station and docks at Central Command before the Cult can summon Ratvar, the crew wins.
- If Ratvar is summoned, the Cult wins, even if the shuttle arrives afterwards.
- Summoning Ratvar will automatically end the round after a short period, regardless of the state of the game.
Reason for Exclusion: Despite several overhauls and many iterations, Clockwork Cult never achieved a truly balanced state, often ending in one-sided stomps for either side. It was removed from standard rotation on April 3, 2018, at the request of its maintainer. The code was removed from the game on October 15, 2019, though the sprites and sound effects are still kicking around.
Shadowling
The station has been invaded by light-sensitive alien creatures FROM SPACE! Shadowlings can enthrall humans, which is basically a euphemism for the enslavement of their minds. They start off disguised as normal crewmen but can "hatch" to unlock their full potential, at the cost of being severely harmed by light.
Until they ascend, of course.
Game Ending Conditions:
- If any Shadowling ascends, the Shadowlings win.
- If all Shadowlings are killed the crew wins.
- If the station is evacuated the crew wins.
Reason For Exclusion: Eventually reworked into the Nightmare side antagonist.
Hand of God
Two rival cults have taken root on the station! Functioning as a combination of several other game modes, the Hands of God must compete for dominance, using the crew as their pawns.
Game Ending Conditions:
- ???
- ???
Reason For Exclusion: After being launched in a buggy state and prominent negative feedback, HoG ceased development and was later removed.
Devil
A Devil has been sent from hell! Devils are infernal soul merchants, sent to infiltrate humanity and tempt them into damnation. Although devils cannot knowingly directly harm one another, they are typically at odds with one another, as they are all competing over the same limited resources. By convincing other crew members to sign contracts, devils can collect souls, giving the recipient powers and slowly unlocking their own abilities.
Devils may have normal objectives, typically to possess enough souls, or competitive objectives that require them to own more souls than other devils.
Game Ending Conditions:
- A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time.
- Otherwise, devils win by completing all of their objectives before the round ends.
Reason for exclusion: See Pull Request #53612: Fully removes devil and affiliated shitcode for more information.
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.
- If the station is destroyed or evacuated, all gangs lose.
Reason For Exclusion: Gang War was flawed and also disliked by a reasonable portion of the playerbase, coders and code maintainers. It was eventually given a spiritual successor in Families, albeit with heavy changes.
Families
In this mode, a number of criminal families spawn on the station. Their goal is to accomplish their family's objective, with each possible family having a unique goal. Unlike most conversion antagonists, anybody can freely join a family, and the gang members are expected to co-exist with neutral crewmembers, but feud with security and other families.
Game Ending Conditions:
- None! Families can exist the entire round up until the shuttle docks with CentCom. There's no hard win/lose condition either, outside of one of the families getting entirely wiped out.
Reason For Exclusion: See "Pull #68480: Removes the Families gamemode" for more information.
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 Bananas do NOT cure the disease, only death (or admin shenanigans) does. 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 impunity.
Game Ending Conditions:
- 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.
Reason For Exclusion: After a number of failed attempts to make Monkey mode balanced, it was scrapped entirely, although the jungle fever disease is still adminspawnable.
Overthrow
The Syndicate has planted sleeper agents on board the station, and one agent with a special implanter is tasked to wake them up so that they can take control from the inside. However, rival Syndicate factions are also trying to wake these sleeper agents for their own objectives. Convert all the targets to gain control of the station!
Game Ending Conditions:
- When the Emergency Shuttle docks at Central Command.
- The team that gained the most points by completing their objectives wins.
Reason For Exclusion: A horribly confusing game mode that was unclear in its points system, unclear on the relationship between the other Syndicate teams, and numerous other issues. It was disliked by much of the player base and the creator eventually lost interest in working on it.
Assimilation
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:
- When the Emergency Shuttle docks at Central Command.
- If a hivemind host has completed all objectives, they get greentext.
Reason For Exclusion: The game mode's creator was driven away by "feedback" which mostly consisted of screeching and insults. The concept of a stealth conversion antag was also never really fun for anyone except the host (mostly due to hivemind hosts rarely creating anything other than mild annoyances for non-antagonist crew).
Thief
A low level antagonist with the simple goal to steal a specific item, or items, and either smuggle them offstation or hoard them in Maintenance. This could be anything from a high risk item, insulated gloves, organs, or even corpses. However they are not allowed to kill (see this ruling) except for in self defense.
Game Winning Conditions:
- When the Emergency Shuttle docks at Central Command, if the thief escaped with the item or hoarded enough of the items in a specific room in Maintenance.
Reason For Exclusion: See this pull request for more information
Among other things thieves failed to land on both the LRP and MRP servers. Their no kill clause was confusing and a policy-can-o-worms in the former, and in the latter players tended to play too safe, failing to cause drama and actually antagonize anyone. Much blame was cast from all sides on why they ultimately had to be removed, but eventually it was decided to remove them from the game exactly 7 months after their addition. Some things are just not meant to be.
Miscellaneous
These game modes were tested at one point on the main /tg/ servers, but never extensively tested (probably because they were bad / not compatible with server ideals, etc). Some of these might still be in the code, only exist as commonly ran admin events, or are admin Lua script creations.
- Clown Operatives: Developed as an Aprils Fools joke PR, it's mostly same as Nuclear Emergency, but the operatives are sent by Clown Planet. God knows what beef they have against Nanotrasen. Anyways, they share most of their item pool with the normal nuke ops, but they do have some unique items. For example, they have banana grenades, bananium e-swords, bananium e-shields, and they can even buy their own H.O.N.K. mech, which is modified to accept lethal weaponry. Instead of a normal syndicate nuke, they get a bananium fission explosive, which explodes to the crescendo of bikehorns. Unfortunately, these operatives are not clumsy, and will not shoot themselves when they try to handle a gun.
- JeffJeff: Highlanders, but instead of a Claymore, half of the players are turned into NOT-Stands, and the other half are turned into NOT-Stand users.
- Arching Operation: In a sort of a "reverse revolution", the Captain, through some intricate conspiracy, has crowned himself as the "Monarch", and has made the entire station his fief. All of the heads of staff, who have pledged allegiance, have been landed as "Nobles", and Shitcurity have now become "Knights". Unfortunately for most of the crew, the entire chain of command are now lunatics, who want to nuke the station through their access to the nuclear authentication disk. The rest of the crew have to try to wrest the disk out of the hands of the Captain, whilst battling to keep the Emergency Shuttle called. Very anti-fun.
- Devil Agents: A shit-ton of Devils are spawned, and like Double Agents, they all have objectives to kill each other. It degenerates into chaos a lot faster than normal Devils, which is saying a lot.
- Everyone is the traitor: Do I really have to explain this?.
- Extended Events: It's just normal extended, except random events can't trigger. Probably still an admin-button.
- Gang War, No Security: Self-explanatory.
- Vigilante Gang War: Robustin's attempt to resuscitate Gangs, Security gets replaced with Vigilantes with specialized tools, who have an objective to destroy all gangs, regardless of affiliation.
- Infiltration: Think of normal Traitors, but they have to come into the station via an outside mean. Or, well, think of Nuclear Operatives, if they had a less overt, and more stealthy goal.
- Ragin' Mages: Three to four wizards come onto the station, engage in a glorified gangbang on the crew. Somehow all the wizards still have a tendency to die early on, and there's STILL a low chance for greentext. God knows why.
- Very Ragin' Bullshit Mages: Ragin' Mages, but the crew who end up getting killed by the Ragin' Mages get to respawn through a verb into a Wizard, adding to the critical mass of the Ragin' of the Mages. Legend says that if there are enough wizards, they can even collapse into a magical Singularity. Not that anyone would try...
- Rod Madness: Meteors, but with Immovable Rods instead of meteors! The only good thing about this is that the Research Director gets to achieve maximum buffness through several consecutive suplexes.
- Speedy Revolution: Revolution, but if neither side has won by the 20 minute mark, the on-station nuke goes off, with no real warning. It's somehow intended to prevent security from camping in Cargo, but all it really entails is a free for all brawl.
- Disaster: Meteors, but instead of the Emergency Shuttle being called, the crew get yelled at to pack up everything they can carry and to go down to Lavaland. Then, the Shuttle only gets called when all the Megafauna on Lavaland are dead. You basically have to get carried on the backs of one or two miners.
- Infection: A very ambitious gamemode attempting to replicate the feeling of the Blob gamemode, whilst trying to remedy some of its shortfalls. In doing so, it created several shortfalls of its own, in that it often ends up feeling like a meat grinder. Unique in that there happens to be a video archive of it. 1, 2.
- Maintenance Clown: A popular Lua script antagonist that creates a horrific slasher movie clown with the ability to jump into the floorboards via the station's maintenance tunnels, a disabling alt attack with any cleaver/knife, and the power to pry open airlocks. They gain points to spend on upgrading their stats via killing people with reverse beartraps the clown places on their victim's heads. These stat upgrades grant the maint clown new powers or upgrades to existing ones.
- Just Fuck My Shit Up: All of the above. Do I really have to explain? It creates a whole plethora of potentially round-ending antags, chucks them in a cage, and yells "Go!". Best thing about this is that the bored jannie supervising the chaos doesn't even have to get carpal tunnel from mashing buttons! It just happened to be TOO easy to abuse.