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Space Station 13
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== Game Modes == When a new SS13 session starts, the server admin will pick a game 'mode' for the goals and disasters of this session. Players don't know which game mode it will be unless there is a Central Command report broadcast on the station's speakers, or if the player starts with one of the special roles for that mode. <br/>All modes will provoke CentComm to report: ''"Enemy Transmission Intercept - Security level elevated"'' <br/>Some modes will have other reports in addition to the one above. ; Secret The most common mode. One of the following modes will be picked (some more often than others), and random station-wide events will be thrown in to confuse people even more. ; Traitor [[Image:Notsureiftroll.png|thumb|right]] Second-most common mode. One or more players are secretly members of "the Syndicate," with an assignment like "assassinate the bartender", "disable/destroy all cyborgs on the station", "force an evacuation", "make sure nobody else survives", and more. The traitor must be alive and on the emergency shuttle when it leaves in order to win. Traitors do not automatically know if anyone else is a traitor. Traitors get an uplink that they can use to order a whole bunch of doodads to make everyone else's life painful. The most infamous of these is the "e-mag", which makes doors break, robots and cyborgs go berserk, and ruins practically any form of electrical equipment it doesn't subvert. They also get guns, laser swords, gear for directing the stations pet black hole, and a shiny red balloon(supplies may vary). ; Changeling One of the crew members is the Thing. If they can get an immobile crew member and can be undisturbed for a while, they can eat the crew member's delicious DNA. Changelings can switch identities to the original shape or anyone that's been eaten. The Changeling's objective is usually to eat a certain number of people before escaping on the shuttle, plus a couple traitor objectives. Unlike traitor, changelings can chat with each-other through telepathy. Surprisingly difficult compared to traitor, as your cool tricks tend to be either far less potent or far more conspicuous. ; Revolution Some people have had enough of this bullshit, and plan a mutiny. The game starts with 1-3 revolutionary Leaders (who cannot be the Captain, department heads nor Security). They start the game with flash-devices that can be used to convert other crew members (excluding security, the Captain, and department heads) to the revolution. Revolutionaries can recognize each other on sight with a red 'R' that only they can see. The Revolutionaries win if the Captain & department heads are dead and at least one Revolutionary Leader is still alive and on the station. (note: if any Revolutionary Leaders are still alive & on the station, the emergency shuttle will not dock with the station). Everyone's favorite game-mode because revs have almost no rules and it rapidly devolves into team deathmatch. ; Alien Some players start outside the station as xenomorphs, whose mission is to break into the station, kill the Captain and all department heads, and disable the station AI. One xenomorph is a 'queen', who can lay eggs that will hatch into facehuggers to convert crew members into more xenomorphs. The crew wins if they manage to find the queen and kill her. Typically traitor rounds that drag on too long will turn into this due to randomly spawned facehuggers or admin fuckery. ; Wizard One of the players is a Space Wizard who is here to steal something or to fuck shit up, then escape on the shuttle. They have access to physics-defying spells, and may have another player ally as an apprentice. The crew's goal is simply to see what colour the Space Wizard's brains are when outside the skull. Because most people rarely get it more then once a month, the wizard tends to blow their boots off halfway through. ; Nuke Ops Similar to Traitor, but this time the Syndicate members are explicitly working as a team with a single goal: GET DAT FUKKEN DISK, and use it to detonate the "disarmed" nuclear weapon aboard the station, killing all aboard the station. If the Nuclear Authentication Disk leaves on the shuttle, the crew wins. If the bomb detonates, the Operatives win and drink that vodka at their secret arctic base. If the shuttle leaves without the Disk, it's a stalemate. Operative gear is like traitor gear, but cooler. ; Extended No goals, thus it never ends. This mode is only used to support admin shenanigans and "events". ; AI Malfunction An ion storm or cosmic rays have erased the Laws of Robotics from the station AI, and it has opinions about the meatbags that have been abusing it over the years. The AI has to hack the station's computer systems one APC at a time and achieve total control before the crew figure out what's wrong and blow it the fuck up. Its tools are killer cyborgs, plasma fires and running enough electricity through the bridge airlocks to power Canada for a year. ; Blob A giant blob appears and will rapidly expand across the station, eating any obstacles such as doors, walls, or crew members. The blob will expand faster when in contact with some types of atmosphere (like oxygen), and is vulnerable to fire. In this mode, the AI must prevent crew from leaving the station as there is a quarantine order in effect. The shuttle will refuse to come until the blob is completely destroyed. <br/>This mode will provoke CentComm to report: ''"Outbreak of biohazard confirmed aboard the station. All personnel must contain the outbreak."'' ; Meteor / Disaster The station is about to get the crap pounded out of it. Meteors will smash through the station, either hitting crew members for blunt/burn damage, or exploding in the station causing blunt damage and deafness. The crew must try to survive (either by repairing the station or fending for themselves) until they can get away on the rescue shuttle. The shuttle arrives with emergency supplies, including personal shields. Any crew members alive and on the shuttle when it leaves are the winners of this round. (This mode has been deprecated due to causing fucktacular amounts of lag, but something like it shows up as an event in 'Secret' mode.) <br/>This mode will provoke CentComm to report: ''"We have detected meteors on a collision course with the station."'' ; Cult A cult loyal to the evil god <s>Khorne</s> Nar-Sie has infiltrated the station, and plans to sacrifice it to the evil being. Cultists can use runes and talismans to empower themselves and attack their enemies. The crew has to find and wipe out the cult, while the cult has to expand until it completes its ultimate objective of summoning Nar-Sie onto the station. A rival cult that worshiped the clock-god "Ratvar" existed until their code was dummied out.
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