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==Secret== ''<code>'''Enemy communication intercepted.''' Security Level Elevated.</code>'' The default game mode on /tg/Station. It randomly selects from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds. In addition, certain [[Random events|random events]] may occur during the round. Secret currently has the following game modes in rotation: ===[[File:Sword.gif|link=Traitor]] [[Traitor]]=== The most common game mode in secret. In Traitor, one or more crew members (or even the [[Malfunctioning AI|AI]]) are '''Syndicate agents''' and are given a PDA Uplink to provide them with [[Syndicate Items|useful tools]] to help them '''complete their goal'''. 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. * Be the only one on the Emergency Shuttle when it leaves or just escape alive. If the Traitors can meet their objectives and are present and alive on a pod or the shuttle when it leaves, they win. However, being in the shuttle brig (marked with red flooring) does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed. '''Game Ending Conditions:''' * When the Emergency Shuttle docks at Central Command. * If a traitor has completed all objectives, they get [[greentext]]. ===[[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 - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will have an objective to accomplish before the [[Escape Shuttle]] arrives, usually to kill a certain person and/or escape with their identity. They win by completing their objectives. Unless they have a team objective, changelings will almost always backstab other changelings. '''Game Ending Conditions:''' * When the Emergency Shuttle docks at Central Command. * If a changeling has completed all objectives, they get greentext, this includes changeling team objectives. ===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Changeling]]=== It gets worse! The station has been infiltrated by [[changeling|changelings]] ''and'' [[traitor|traitors]]! Although rare, it is possible to be '''both a traitor and a changeling'''. Traitorlings would be given more objectives to complete, but can use both a Syndicate uplink and their changeling abilities to accomplish them. '''Game Ending Conditions:''' * When the Emergency Shuttle docks at Central Command. * If a traitorling has completed all objectives, they get a greentext. ===[[File:Doubleagent.gif|link=Traitor]] [[Traitor|Double Agents]]=== A group of Double Agents are implanted on the station. Each Agent has an objective to kill another Agent, then escape the station. As in Traitor, each one also has access to a Traitor Uplink, from which multiple items can be ordered to help them kill their target. No one can be trusted, not even other Agents! '''Game Ending Conditions:''' * When the Emergency Shuttle docks at Central Command. * If a Double Agent kills their target and escapes alive and out of custody, they get a greentext. ===[[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. 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. '''Game Ending Conditions:''' * If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. * If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory. * If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory. * If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. ===[[File:rev.png|link=Revolution]] [[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]]es 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 are implanted), a Head of Staff, or flash-protected by sunglasses (like the Quartermaster), 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 during this game mode. '''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 Revheads die/abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win. ===[[File: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. '''Game Ending Conditions:''' * If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins. * If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins. * Summoning Nar'Sie will automatically call the shuttle with a 3 minute arrival time. ===[[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. The '''wizard's goals''' are mainly to '''steal or destroy something''' on the station and escape on the shuttle. The Wizard can have an apprentice sometimes. '''Game Ending Conditions:''' * If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails. * If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins. ===[[File:Nt display.png]] 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!''"- Central Command <br> <br> If you see the above security report, it means you are the mode is '''Extended'''. Could also be named "nothing". The point of this game mode is to give people a timeout to let them enjoy the game mechanics. Many like it while others think it's boring. Also known as a "green alert" round. 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|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]]. <br> '''Game Ending Conditions:''' * When the Emergency Shuttle docks at Central Command. ===[[File:Nt display.png]]Secret Extended=== Same as "Extended", but the crew is not told about this. Instead you get the normal "Blue Alert - Enemy communications intercepted" message. A point of this game mode is to let people enjoy the game mechanics, but without removing the sense of paranoia. <br> Only one [[Station_Goals|station goal]] is unlocked on this mode, as having them all available would spoil the game mode. <br> '''Game Ending Conditions:''' * When the Emergency Shuttle docks at Central Command.
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