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Space Station 13 | Such is life in SS13

MisterSjeiks · 390

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Offline MisterSjeiksTopic starter

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on: May 19, 2011, 03:52:17 pm
Space Station 13 is a game where you live on a futuristic space station and take up a different profession each round. Rounds can last 15 minutes to three hours and every round something new will probably happen to you, whether it be you die a very heroic way or discover an extravagant alien artifact. Most of the time, though, you'll probably die a stupid but possibly hilarious way, such as being suicide bombed by an intelligent monkey. In short, Space Station 13 is a game where you will be running from insane chefs, annoying clowns, and you might just discover something interesting while you're doing all of this. There's also fun and unique game-modes to play, like Wizard, which is fun for the wizard but most of the time torturous to his victims.

Modes

As I said before, there are some fun and unique game-modes to play. Here's a list of some of the fun modes and some of the torturous modes.

Secret

This mode picks from most of the good modes randomly, and doesn't inform the players what the game mode is at the beginning of the round. As of the time of writing it could be Traitor, Nuclear, Revolution, Meteor or Wizard, with Wizard showing up more rarely than the rest. In addition, certain random events may occur during the round, including AI Malfunction, Blob, less lethal meteors, various viral outbreaks, power failures and waves of cosmic radiation.
 
Traitor

Enemy Transmission Intercept - Security level elevated.
Arguably the most commonly played mode prior to the introduction of Secret. In Traitor, one or more crew members are a Syndicate agents and are given an uplink radio to provide them with useful tools to help them complete their goal. The Crew must find out who the traitor/s are and stop them from reaching their goal. The game ends when the Emergency Shuttle leaves.
Traitor objectives are usually one of the following:
 
  • Assassinate a specific crew member
  • Steal a Jetpack, Captain's Uniform, RCD, The Captain's Laser Gun, Hand Tele, or the Chief Engineer's magnetic boots
  • Be the only one on the Emergency Shuttle when it leaves/Escape Alive
If the Traitor/s can meet their objectives and are present and alive on the shuttle when it leaves, they win. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.
 
Multi-traitor is now a commonly used mode. Instead of just one traitor, there is more than one - and sometimes their objectives can overlap! It can be a race to whatever object they need to steal, or whoever they need to kill, and escape on the shuttle.
Wearing sunglasses as a traitor will reveal other traitors. This shouldn't be treated as an automatic excuse to rat them out.
 
Changeling

Does not generate a Centcom Report.
One of the crew is not what he appears to be! The changeling is a monster in human form, with the ability to absorb (eat) people and take on their DNA/identity. The changeling must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. The changeling has other weapons at its disposal, such as a toxin dart, but is largely stealth-based. The changeling can be anyone he's absorbed - it can switch identities instantaneously, only absorbing takes time and peace. Like traitor, the changeling will most often have an objective to accomplish before the Escape Shuttle arrives, usually absorb a certain amount of people before escaping.


Nuclear


Does not generate a Centcom Report.

A team of two to five 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 the same items Traitors get in order to complete their mission, as well as Pinpointers that will allow them to hunt for the Disk.
Game Ending Conditions:

 
  • If the Shuttle leaves with the Disk on board, the Crew wins.
  • If the Shuttle leaves with the Disk still anywhere on the station, no-one wins.
  • If the Bomb detonates successfully, the Syndicate wins and the station is destroyed.
Revolution

Does not generate a Centcom Report.
A small cadre of crewmembers have had enough of the command staff's bullshit, so it's time to revolt! Revolution Leaders (of which there will be one to three) start with a flash and the same uplink Traitors get to provide them with items. When a Revolution Leader uses a flash on someone who isn't a Security Officer, Detective, or one of the Heads/Captain, they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Rev Leaders can use any flash to convert people, not just the one they start with. If the Shuttle is called in this mode, it will turn back just as it reaches the Station.
Game Ending Conditions:

 
  • If all of the Command Staff die, the Revolution wins. (Head of Personnel, Head of Security, Research Director, Chief Engineer and Captain)
  • If all of the Revolution Leaders die, the crew wins.
There is a bug that sometimes occurs in this mode where revolution leaders will not be given a flash - if this occurs, adminhelp it and a friendly admin may spawn you one.
 
Meteor

Meteor Alert - We have detected meteors on a collision course with the station. Due to safety reasons, the Shuttle cannot be called.
Not played very often and doesn't turn up in Secret as often as the other modes, 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.
 
Wizard

Centcom Alert - There is a Space Wizard aboard the station.
A space wizard has infiltrated the station! Wielding an arsenal of powerful spells that can defy physics and even time and space itself, he will stop at nothing to advance the Space Wizard Federation's agenda (which is remarkably similar to the syndicate's). Nanotransen 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. 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, and the head wizard can also be an Illithid, who gets Mind Blast for free.
Game Ending Conditions:
 
  • If the Wizard and all apprentices die, the crew wins.
  • If the shuttle leaves without the Wizard completing his objectives, no-one wins.
  • If the Wizard completes his objectives and leaves on the shuttle, the Wizard wins.
Jobs

Well, there's a ton of jobs, and most of them are self explanatory. Here's a list.
(Lolno couldn't copy this shit, go to the wiki you lazy bastards)

Other Stuff

To play this game, you must install and register an account for Byond, and then you must go to This site to download and play SS13.

If you want more information, the wiki is here.






Entire topic was copied by the way, too much information to create on myself.


 


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