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January 3, 2024 12:05
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Revolutionaries Refactor
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Operative: you will be going deep undercover at the new Nanotransen research lab we have uncovered in our territory. Your objective is to seize control of the space station from those unsuspecting oafs, so we may use it and its crew against our enemies. To aid you in this, we are providing you with the tools needed to seize control of the loyalties of the unshielded crew. Install yourself as the leader of a revolution and destroy the station’s chain of command. Be aware that Nanotransen has access to defensive mechanisms against your revolt, and you must not let their Security team act against you before you are ready. As such, stealth and intelligence will be needed to achieve your aims. | |
Good luck, Operative. Long live the revolution. | |
What is Revolutionaries? | |
Revolutionaries is a classic Space Station 13 game mode, updated and revised for maximum chaotic fun. A cabal of Head Revolutionaries, specialist infiltrators from the Syndicate, have sneaked aboard the Space Station. Their job: kill the department heads and the captain, and deliver a functional space station into Syndie hands. | |
To do this, the Head Revolutionaries use their own guile like other traitors, but they also have access to tools that alter the loyalties of defenseless crew members. These tools provide a way of the Head Revolutionaries turning the staff against the station, creating a team of loyal operatives or a disposable human tide that can overwhelm the station. | |
Like all good political insurrections, the drama is in betrayal and the balance of options. A rev’ed engineer still needs to keep the engine running and the air supply functional. A rev’ed doctor still has to save lives: just not the ones of the heads. | |
The Rules | |
One or more Head Revolutionaries are spawned from the usual pool of players who have opted-in. These Head Revolutionaries have two specific goals: | |
Kill all department heads of staff. | |
Deliver the station, mostly-whole, into Syndicate hands. | |
The Head Revolutionaries have tools, like Indoctrinium and flashes, to convert unshielded crew to their cause. These “rev’ed” crew have one goal: | |
Kill all department heads of staff. | |
Note that this means revs are not specifically instructed to | |
Normal rules surrounding round removal, griefing etc, still apply. A rev is not allowed to murder a non-rev except in self-defense, unless the non-rev is specifically defending the heads. Sec is not allowed to murder or permabrig a player just because they think they’re a rev (except in cases of Indoctrinium, which is detectable in someone’s blood, rev’d players are always able to switch back with a stay in the brig, exposed to calming music). | |
Why this is fun for the bad guys | |
As Head Rev: You’re the underbelly of justice seeking to overthrow the mighty - the heroes of your own story. Target any department, any group of staff, and bend them to your will. Being a Head Rev means you get to pick your team and boss them around to cause specific, targeted acts of violence. There’s loads of role-play opportunities, and your directive to deliver a working station means you have to work around your horde’s desire for carnage. | |
As a Rev: Suddenly plucked from your normal life, you now need to continue your job keeping the station running and overthrow the horrible bosses who’ve been stepping on your neck for years. Work with a secret team, meaning RP opportunities with players you may normally never interact with. Turn your profession into a tool of destruction. Being a regular rev gives normal players a safe opportunity to learn to be an antagonist. | |
Why this is fun for the good guys | |
As Heads: You are suddenly the mouse in a station filled with cats, but you have to keep the station running. Can you trust your team? Can you trust anyone? Do you have a rifle close at hand? All the fun kinds of stress. Most department heads suddenly need to become best friends with Sec, and for Cargo and Science their support is instrumental in shutting down access to conversion routes and winning the round. For Engineering, you need to counter sabotage and keep the engine safe from an over-eager revolutionary. | |
As Security: You have multiple departments to defend, decisions to make on who to shield from being turned, and a requirement to lock up anyone who looks at all shifty. An active competent security team is required to win a Revs round for the crew, and that means the HoS and friends are the starts of the drama, but not in a way that requires being properly good at PVP combat, like Nukeops does. | |
As the crew: Maybe you’ve always wanted to beat your boss senseless. Now you can! But for the strongly-loyal crew, running the station without getting turned is a game of risk-versus-reward. After all, Nanotransen isn’t going to just feed you into a wall of bullets and lasers, but the Head Revs totally might. Pity the medbay; if the round turns into a storming of the palace scenario, they are suddenly going to be very busy. | |
Why this is fun for the admins | |
Revs is a mode where things ramp up in drama over the course of the round, and where both sides have specific win conditions (the elimination of the other), with the station being pulled between them. This means it’s different from the normal violence-and-gibbing approach that traitors and operatives cause, and it being a structured mode means that it’s guaranteed something fun will happen, which is not always the case in rounds where four traitors are instructed to assist each other and steal shoes. For admins, Revs requires you to be on the ball: the Syndicate do not want to inherit a space hulk, and neither the antags or Sec have liberty to murderhobo/round-remove their way through life - the Syndicate wants a crew to mind-control, after all. If the station is destroyed, or if everyone dies, everyone loses. Plus, if things drag on too long, you get to assemble an ERT and directly have a hand in shaping the round. (Side note: because this round requires the threat of round-removal for some players, this means a consequential need for a good few ghost roles, like ERT, to allow players to return to the game, especially if the round has stalemated for a while). |
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