Jump to content

GenSec

Members
  • Posts

    43
  • Joined

  • Last visited

Posts posted by GenSec

  1. The changes suggested below the visual aid are mostly small text and description changes, but also include adding a few items such as a radio headset, assault belt, and armor vest. Currently the Solar Federation Marine job is under-powered, and when they show up and split up they're immediately without communication and also cannot holster their weapons properly. This suggestion list has changes that would let them communicate, holster their ARGs, hold their knife and ammo in a belt, and just operate far better. The biggest change suggestion however is adding a TSF radio channel for them to communicate with each other. They operate in large numbers and a dedicated channel would benefit them. This job already exists, these are change suggestions to a pre-existing job to balance it to be feasible.

    I've talked with Birdtalon, Shockpoint, BlessedTuna, Spacemanspark, R1f73R (Ide Taro), C.A.S. (Casey), and Fraggloid. We've fine tuned it and agree these changes are due.

    The current Solar Federation Marine event job inventory:

    • 1 security backpack

    • 1 box containing breath mask, emergency oxygen tank, and emergency autoinjector.

    • 1 ARG

    • 3 toploader magazines (5.56mm)

    • 1 combat knife

    • 1 magboots

    • 1 combat boots

    • 1 combat gloves

    • 1 Sol Federation marine uniform

    • 1 Sol Federation marine cap

    • 1 ID Card (Solar Federation Marine)

    image.png.8bd3db4cf14aebcf7892034d85101c4c.png

    Suggested changes to text and description:

    • Have marines spawn with rank names: Currently they spawn with names like Ishmael Bunten, instead have names like Private Bunten. Like the ERT.
    • Rename ID cards to “Trans-Solar Federation Marine”, more accurate.
    • Rename “Sol Federation marine uniform” to “Trans-Solar Federation Marine Uniform”
    • Change description of uniform from “A comfortable and durable combat uniform worn by Sol Federation Marine Forces.” to “A comfortable and durable combat uniform worn by marines of the Trans-Solar Federation.”
    • Rename “Sol Federation marine cap” to “Trans-Solar Federation Marine Cap”
    • Change description of cap from “A soft cap worn by marines of the Sol Federation.” to “A soft cap worn by marines of the Trans-Solar Federation.”
    • Change ARG description from “A robust assault rile used by Nanotrasen fighting forces.” to “A robust assault rifle used by various fighting forces.”
    • Change toploader magazine (5.56mm) description from “A box of ammo? There are 30 shells left!” to “An ammunition magazine. There are 30 shells left.”
    • Change 5.56 bullet casing description. “A 5.56mm bullet casing. This one is spent” Just add a period after the word "spent".

    Suggested changes to marine equipment:

    • Give marines ERT-level access cards, they are an emergency response force.
    • Make marine ID cards have a unique appearance, or at least be blue? Blue is the TSF color.
    • Give marines an armor vest, for protection. It would also allow holstering of the ARG.
    • Give marines an assault belt to hold their knives and ammo. They currently have nothing to hold them except their backpack.
    • Give marines a radio headset, and a station bounced radio. They currently have zero communication options.
    • Replace security backpack with a leather satchel, the Nanotrasen security backpack does not fit for Trans-Solar Federation marines.

    Suggested changes to the SecHud:

    • Give the Trans-Solar Federation Marine job a SecHud icon. They currently are just displayed as the ID-less question mark.

    Suggested changes to radio channels:

    • Introduce a Trans-Solar Federation radio channel, which these radio headsets would be able to access.
    • Like 1
  2. Day 3: Honk Honk Honk

    The captain congratulated the crew on the death of the Nuclear Operative, while the lights flickered ominously. Then it came time to vote for someone to shove out the airlock. Only one person voted, Threeinone. They claimed that MarcellusPye was suspicious, as they stroked their walrus mustache. However, as MarcellusPye was thrown into the airlock chamber, they pointed a finger in Threeinone's direction, smiling far too wide to be natural. And as they were quickly sucked into the void, everyone grew uneasy. Threeinone started falling apart immediately, however, clutching their head and yelling repeatedly, "The honking, the honking! Make it stop, make it stop! The honking, the honking!" They immediately ran for the escape pods, slamming the door shut and welding it shut before the stunned crowd could stop him. As they tried prying it open, they heard a warning siren. The pod was being tampered with. The crew scampered back into the arrivals deck as the pod careened into space, hot-wired and sailing through the lonely trail back to Central Command. One could say he was lucky. However, he had literal years of paperwork to go through for abusing company property.

    MarcellusPye the Clown has been executed, and won! The game goes on, however!

    Threeinone the Janitor has been driven off the station by the HonkMother!

  3. Night 2: Newton's Third Law

    Acting Captain Thamuel was just about to go to sleep, coat off and pajamas on, toothbrush in mouth. So far, their reign seemed pretty good. There was only one death so far, and that was better than most shifts on this station. He should put that in the report to central tonight. Turned out they expected a whole lot of reports. But wait, something was wrong. As they entered the bedroom, it felt like... someone was there with him. He glanced around, tilting his hat and pulling his toothbrush out of his mouth menacingly. It wasn't the best weapon, but it was better than nothing. Then, out of the corner of the room, an energy blade suddenly hummed to life, and a corpse-like figure came charging towards the unprotected captain. It looked like the end for the newly elected master of the station...

    That is, until a security guard came running up from behind Thamuel and threw him out harm's way, taking the hit himself. The captain could only watch in helpless horror as the Nuclear Operative sped off, laughing all the while, and the intrepid guard fell to pieces. He scrambled to his feet, yelling for the doctor, trying to hold his guard together, emotionally and physically. "You'll be okay, its fine. Just, just hold in your insides, okay?" But it was too late. SquidMaster was no longer an employee of Nanotrans. Or alive.

    These two conditions were heavily related.

    SquidMaster the General Security was cleaved in twain by the Nuclear Operative!

    Hours later, Acting Captain Thamuel was wandering the halls of the station, in a shocked stupor. He needed to process this. He needed a drink. He needed... somehow, he was in front of the bar. No, not the bar. He'd find somewhere else to drink. Somewhere more peaceful. Proceeding straight down the hall, he somehow ended up back in front of the bar. Curious now, he opened the door. Walking to the counter, he approached the bartender, who was shrouded in shadows. Before he could even say anything, the bartender put down a cocktail and said "Before you ask, its better if you don't think about it. Just start drinking and tell me what's wrong. I'm sure its, exhilarating." Thamuel looked at the drink, and glanced around the room. Full, and with the sound of static chatter. "Well... it starts when I was twelve... mother always wanted me to play the tuba. I despised the tuba..."

    The Bartender has kept Thamuel busy for the night!

    The red suited security guard approached the head of security, a wild grin on their face. "What do you need boss? Someone needs a smacking? Trust me, I'm real good with that." They stood there, the smile slowly disappearing as the head stayed silent. The confusion turned to anger, as they slammed a fist on the table. "No, no! You're shitting me! They got Squid? Tell me where they're at! I'm gonna gut those bastards!" The head leaned across the desk, depositing something on the desk. A shotgun, with a live shell. "You get one shot. Make it count. On the wings of justice you fly, by my authority you are given permission to use lethal force in the apprehension of ZN23X. Lets hope I'm not wrong."

    The Head of Security has made an execution order on ZN23X!

    Meanwhile, ZN23X was laughing, stumbling along the hallway. They may have missed their target, but they made another kill. While they were planning to take the night off, to draw suspicion away from themselves, they just couldn't resist. And after the fact, they had no regrets. It was well worth the pleasure of the kill. They kept this thought, even as they felt a chunk of their innards turn to chutney, and fell to the ground. No regrets. They didn't intend to leave this station alive anyways. 

    ZN23X the Nuclear Operative has been fairly executed by the last remaining member of Security!

    • Like 3
    • stunbaton 1
  4. I think we shouldn't make the clown a more effective troll, instead promote other kinds of pranks for them to pull. How about a cream pie trap? Put on the floor, pie in the face when stepped on. Or a tiny car mech, which is just a tiny clown car that like ten people can fit inside. Give the clown a unicycle, like security has the sec-way. Ideas, man. I got em.

  5. Day 2: 0 Days Without an Accident

    MarcellusPye lamented the battered remains of the detective as the station floated in the void. Captain Thamuel said it could've been anyone, and it was too soon to draw conclusions. ZN23X agreed, rubbing their bloodstained energy sword's hilt filth away with syndicate branded syndicate soap. Bxil claimed everyone was doomed, and Normalyman tried to rally the crew into not giving up just yet! Either way, it seemed the crew were too uneasy with the idea of murdering one of their own in cold blood.

    Nobody was executed!

    END OF DAY 2 SHIFT, START OF NIGHT 2 SHIFT

  6. Just now, ZN23X said:

    ((Ick Ock...directed @GenSec...are we notified publicly when someone disrupts someone elses action i.e. the doctor saves someone or the bartender gets someone drunk or is that all kept secret on purpose?))

    (Yes. Also, votes for who to execute are just as public as the captain election votes. Must be sent via PM to count. The representative has to PM me to renege an execution.)

  7. Night 1: Papers Please

    The Janitor set up traps around his workplace, but nobody showed. They drank the night away.

    Gangelwaefre was in the Head of Personnel's office, going through the paper records. During the attack on the station, all the digital records were destroyed by stray explosions and laser fire. The disheveled papers were illuminated by the soft glow of Gangel's monitor, as they poured over the employee applications and career transfer files. Hours of hard work were finally paying off, as they found the odd bunch out. Just some more second checking, and they should be ready to... wait. Did the door just open? They turned their head, and saw them. An evil red glow from the signature energy sword, dimly lighting their sickly pallor. Truly, a sickening display of evil made incarnate. Gangel drew their .38 revolver and shot, but the operative was fast. It only clipped them, and their face screwed up as they tore Gangel to pieces in a swirling vortex of destruction. The detective never stood a chance. As they laid in their chassis, unable to move, the operative stood over the pile of papers. Using their sword, they slowly lowered it over the papers, lighting the pile ablaze. A grim smile spread over their face, as they plucked the positronic brain out of Gangel's obliterated husk. They then tucked it into their pocket. Yes, the detective would watch as they made their art... it was a beautiful thing. They left the office in flames. And so the night shift continued.

    Gangelwaefre the Detective has been destroyed by the Nuclear Operative!

    Someone, somewhere, has been given a really cool haircut...

    The Barber has planted a bomb!

    END OF NIGHT 1 SHIFT, START OF DAY 2 SHIFT

  8. Day 1: Where the Crew Forgets to Use their PDAs

    Right away, Krayvern spoke up. "We shouldn't stand around gossiping with each other, we need to get right to work, decide who to make captain." Threeinone squinted their already scrunched up face at Krayvern, skeptical. "You sure? Open mouths are prime for surprise hooks. Till we find out whose who, I'd rather keep mine shut." Krayvern shook their head. "Cooperation is key, if we're going to survive. We need to act appropriately, follow operating procedure. As long as we follow Space Law and stick together, we'll be just fine." Thamuel sidled up to Krayvern, smiling as they addressed the rest of the crowd. "Yes yes, exactly, what they said. Dangers are abound, and we need to keep each other safe. Which I can do, for you. Which is why I propose you elect me as Captain of Space Station 13. I will hold you all safely in my big, strong hands." MarcellusPye stepped up, making the sudden podium space even more crowded. "Actually, you should all vote for me. I'm going to lube up the whole station, and put bear traps everywhere."

    Instantly, accusations were thrown by all the candidates and a fair amount of the crew. Everybody was suspicious of everybody. MarcellusPye was called a clown, to which they adamantly said they were not, as they poured itching powder into the food rations. Normalyman, despite not being an active candidate, was heavily involved in all of it. Toolboxes were drawn and eyes were glancing about for banana peels. Bxil said he should be voted for out of nowhere, as ZN23X walked into the crowd in a blood red hardsuit claiming they were not at all suspicious and found it in the maintenance tunnels. However, even though most of the crew participated in saying who they would vote for, and a fair amount told others to vote for them, most forgot to actually vote using their PDAs. In the end, Thamuel had four votes, Krayvern had three votes, Bxil voted for themselves, and MarcellusPye used to have a vote, but lost it to Thamuel. The new captain and representative were picked, as Thamuel was given the captain's discarded hat and coat, and Krayvern was given the beret and glasses of the Nanotrans Representative. Two tourists were given helmets and security outfits, and flanked the captain. And just like that, the lights turned out one by one, and the crew scattered to their respective hideouts on the nearly derelict station, as maintenance drones got to work. The night shift had begun.

    END OF DAY 1 SHIFT, START OF NIGHT 1 SHIFT

    • Like 3
  9. Night 0: The Mexican Standoff

    13:52. On the bridge, the Captain leaned over the console, bleeding heavily from a cut along their brow. Damn Syndicate threw everything they had at the station, and it was showing. Most of the security team was dead, the Representative hacked an escape pod to flee the carnage early, crew were laying strewn about the deck in heaps. At least some had traded their lives dearly, as various explosions along the precious station had proven. Unfortunately, this worsened the damage. Space Station 13 was heading towards an early grave. But the Captain wasn't about to give in just yet. Their security team, or what was left of them, were being led by the Head to the bridge. The janitor had placed traps in strategic hallways junctions. The bartender had Betsy locked and loaded. And the doctor was working on completing the station project, a generator that subdued hostile thoughts. And the shuttle was coming. They wiped the blood from their eyes and tilted their hat to a cocky angle. They could win.

    13:56. The Shareholder had shown up personally for this. Flanked by two traitorous lackeys, and tailed by a manically giggling barber, the four strode through the wreckage of MedBay. The doctor was desperately trying to keep their patient quiet, while leaning over them to shield the open torso from ceiling debris that shook loose with each tremor of the station. The Shareholder was glad to see such corporate decadence fall into ruin. Nanotrans was a menace, and they were heroes for crippling the fearsome Goliath. They kept this thought, even as they casually kicked aside the dying remains of a Diona clutching a photograph of their loved one. That botanist probably hated puppies. These actions were justified. The galaxy was a tough place, and it was time these corporate fat cats felt some risk.

    13:58. The Nuclear Agent stood surrounded by dripping viscera and obliterated circuits. They lived for carnage. Chaos. It didn't matter who they fought for, as long as they fought. And fought they did. Nothing stood in their way, not Nanotrans, and not even Syndicate. Nobody would survive. Oh, the gasps of surprise as they cut down their supposed allies. They planned to leave after this, the cowards. Nobody would be getting out of this, oh no. With a hefty nuke on their back, they were heading for the bridge, to finally end it.

    13:59. For once, the clown wasn't finding things really funny. The day started off silly enough, slipping security guards with banana peels, spritzing the chief medical officer with their flower, honking around the chapel to the chagrin of the priest. And the clown wasn't a stranger to violence, either. But this was... this just wasn't funny. They needed to talk to the captain. Captain's were supposed to fix problems, that is what the clown gathered from how many times the grumpy pants frowned in their direction. And so they squeaked their way towards the bridge, keeping pace with a frantic doctor holding some weird doohickey. Captain could fix this. Make the sad go away. Everything could be funny again!

    14:00. Everything was at a standstill. The captain and their security team were armored up and aiming laser rifles at the others present on the bridge, with the head barking orders to STAY CALM. The Shareholder and their traitors were holding their guns from the east side of the bridge, the shareholder laughing in booming tones while their traitors nervously waved their pistols around. The Nuclear Agent was roaring about Valhalla from the western edge of the bridge, duel energy swords in their grip as the nuclear device bobbed dangerously about as they swayed to a song only they could hear. The detective was slowly aiming their revolver from within the vents, ready to fire. For morals, principles, threats on their families, or pure lust for carnage, everyone was just about ready to die then and there. But of course, like everything else, the clown screwed it up. They snatched the doohickey from the doctor, thinking maybe if they gave this to the captain themselves, the captain would listen to them. And make everything better! But they were slaved to comedic timing. And so as soon as they ran past the bar and into the standoff, they slipped. The device went up in the air, and landed right between it all.

    14:18. Everyone on the bridge was waking up, confused and tired. Nobody could remember anyone else. They were all dressed in gray. So the station had no leadership, no order. And nobody could trust nobody. Suddenly, there was a beeping on their PDAs. The AI wanted them to hold an election, to decide who would be the captain... huh. Apparently anyone could vote for anyone, run for any reason, and even vote for themselves? ...Okay? Who were they to argue, the crew said, shrugging their shoulders.

  10. List of Players:
    1. Miraviel
    2. Normalyman
    3. Threeinone - Janitor, exiled Day 3
    4. Krayvern (NT Representative)
    5. Bxil
    6. Aasif
    7. SquidMaster - Security, died Night 2
    8. gangelwaefre - Detective, died Night 1
    9. Esha Nas
    10. R1f73r
    11. MarcellusPye - Clown, died Day 3
    12. ZN23X - Nuclear Operative, died Night 2
    13. IntentEldiablo
    14. Thamuel (Acting Captain)
    15. Alexkar598

  11. Time for a game of Trouble in Paradise! Set in Paradise Station! How does it work? I'll explain how! The people who sign up are split into two groups: Crew and Syndicate. The crew only know their own roles, while the syndicate know who each other are. Each shift, the day shift and night shift, are twenty four hours real time. During the day shift, people vote on things like who the new acting Captain and Nanotransen Representative will be (only on day one) and who will be executed (or spared). During the night shift, all the different players with usable roles will be able to do things. The goal of the Station is to eliminate all the Syndicate players. The goal of the Syndicate players is to wipe out all the Station players. The clown wants to get executed. The nuclear agent wants to kill all of you. All actions must be made through PM to me to count. Shift change at 9 PM EST.

    Elected Roles:

    Acting Captain: You are the acting captain on Space Station 13! You lead the crew, and will attempt to root out the syndicate crooks who have infiltrated the station. You have a plethora of bonuses upon your election to office, such as Captain's Authority which makes all your votes count as two votes, Electoral Zeal which allows you to instantly execute someone once the election is done, and Valued By the Company, which means when people target you for death, your security will take the hits instead. (1 Player)

    Nanotransen Representative: The running up role to Acting Captain, whoever gets the second most votes becomes the Rep. The Rep can pardon a certain number of executions. (1 Player)

    General Security: This can only be given to Tourists, and is randomly distributed among them. If the Acting Captain's life is acted upon, it'll happen to you instead. Also, when the Head of Security puts out an execution order on someone, you are sent automatically to do it. So if you activate the Janitor's death trap, well, sorry! (2 Players, Tourists who don't Win)

    Station Roles:

    Tourists: You are the majority of the population. But you're also useless! All you can do is vote. Or become GenSec! (4 Players)

    Janitor: Guardian of the station! For a few night shifts, the Janitor can set up his station with traps. If anyone interacts with him at all, they die. Good or bad. (1 Player)

    Doctor: You can heal people! Once a night you can pick a person to heal. If they are attacked then this saves their life. Also if you heal someone who has a bomb on them, it removes it. (1 Player)

    Bartender: Frosty cold ones! Once a night, you can tend the bar and get another player so drunk, they can't use their abilities for the night. Nullifies any actions they were going to do. (1 Player)

    Detective: Armed with a space magnifying glass and an extra set of lungs, you're on the case! As the pipe-totting detective, examine players once a night to see if they are Innocent or Guilty. (1 Player)

    Head of Security: Take justice into your own hands! Kill once a night! But be warned, you must work off your own intuition, try not to kill innocent people or you might just hang up that cap. As long as there are still Security members in play, when you put out a kill order, if something interacts with them in response, it happens to them instead. (1 Player)

    Syndicate Roles:

    The Shareholder: The Shareholder has multiple abilities. Firstly, they can Send a Message once a game. This will nullify a players actions for a full day AND night shift while they run to the maintenance tunnels in fear, until they return those two cycles later. Their second ability is Blackmail, in which they can override a player's role and make them a Traitor. This doesn't work for two roles though, the Doctor and Head of Security. And it can only be used once a game. The third ability is Human Resources, which means if The Shareholder wants, he can have one of his goons automatically killed. This is to promote teamwork, so you gotta work together. And the fourth and final ability is If You Want Something Done Right... but this one only activates by default. If all the Traitors are dead, The Shareholder gets the ability to make hits himself, to give him a fighting chance. (1 Player)

    Traitor: You have one ability. KILL. Make a hit once a night, follow The Shareholder's orders. (2 Players)

    Barber: Give people amazing haircuts! But in doing so, you plant a deadly bomb. Each night you can either put a bomb into circulation, or detonate all bombs in circulation. You can have up to TWO hair bombs in circulation at once. No hints are dropped as you plant the bombs, but as soon as they detonate, hints will be dropped. Upon death, all bombs explode. (1 Player)

    Independent Roles:

    Nuclear Agent: Get that disk. Grunt. Scratch yourself. Kill. Eat some space bacon. Your win condition is for every single other player to be dead. Have fun! (1 Player)

    The Clown: Your goal is to be executed by the crew. Trick them, annoy them, just make sure its an execution on the day shift, not being killed during the night shift. Once you die, you can choose someone to haunt and drive off the station. One use. Your win condition is you must be executed. Whoever wins is not important to you. (1 Player)

  12. I think sometimes slow rounds could be helpful. Maybe not as interesting with facing antagonists and the nigh destruction of the station and avoiding near death by a hair but, slow rounds could give people more of an opportunity to RP a workday without the apocalypse going on. It’d be nice to see a more regular shift sometimes?

  13. Time for a game of Trouble in Paradise! Set in Paradise Station! How does it work? I'll explain how! The people who sign up are split into two groups: Crew and Syndicate. The crew only know their own roles, while the syndicate know who each other are. Each shift, the day shift and night shift, are twenty four hours real time. During the day shift, people vote on things like who the new acting Captain and Nanotransen Representative will be (only on day one) and who will be executed (or spared). During the night shift, all the different players with usable roles will be able to do things. The goal of the Station is to eliminate all the Syndicate players. The goal of the Syndicate players is to wipe out all the Station players. The clown wants to get executed. All actions must be made through forum PM to me to count. Shift change at 9 PM EST. Post to sign up!

    Elected Roles:

    Acting Captain: You are the acting captain on Space Station 13! You lead the crew, and will attempt to root out the syndicate crooks who have infiltrated the station. You have a plethora of bonuses upon your election to office, such as Captain's Authority which makes all your votes count as two votes, Electoral Zeal which allows you to instantly execute someone once the election is done, and Valued By the Company, which means when people target you for death, your security will take the hits instead. (1 Player)

    Nanotransen Representative: The running up role to Acting Captain, whoever gets the second most votes becomes the Rep. The Rep can pardon a certain number of executions. (1 Player)

    General Security: This can only be given to Tourists, and is randomly distributed among them. If the Acting Captain's life is acted upon, it'll happen to you instead. Also, when the Head of Security puts out an execution order on someone, you are sent automatically to do it. So if you activate the Janitor's death trap, well, sorry! (2-3 Players)

    Station Roles:

    Tourists: You are the majority of the population. But you're also useless! All you can do is vote. Or become GenSec! (Everyone else who doesn't get a special role)

    Janitor: Guardian of the station! For a few night shifts, the Janitor can set up his station with traps. If anyone interacts with him at all, they die. Good or bad. (1 Player)

    Doctor: You can heal people! Once a night you can pick a person to heal. If they are attacked then this saves their life. Also if you heal someone who has a bomb on them, it removes it. (1 Player)

    Bartender: Frosty cold ones! Once a night, you can tend the bar and get another player so drunk, they can't use their abilities for the night. Nullifies any actions they were going to do. (1 Player)

    Detective: Armed with a space magnifying glass and an extra set of lungs, you're on the case! As the pipe-totting detective, examine players once a night to see if they are Innocent or Guilty. (1 Player)

    Head of Security: Take justice into your own hands! Kill once a night! But be warned, you must work off your own intuition, try not to kill innocent people or you might just hang up that cap. As long as there are still Security members in play, when you put out a kill order, if something interacts with them in response, it happens to them instead. (1 Player)

    Syndicate Roles:

    The Shareholder: The Shareholder has multiple abilities. Firstly, they can Send a Message once a game. This will nullify a players actions for a full day AND night shift while they run to the maintenance tunnels in fear, until they return those two cycles later. Their second ability is Blackmail, in which they can override a player's role and make them a Traitor. This doesn't work for two roles though, the Doctor and Head of Security. And it can only be used once a game. The third ability is Human Resources, which means if The Shareholder wants, he can have one of his goons automatically killed. This is to promote teamwork, so you gotta work together. And the fourth and final ability is If You Want Something Done Right... but this one only activates by default. If all the Traitors are dead, The Shareholder gets the ability to make hits himself, to give him a fighting chance. (1 Player)

    Traitor: You have one ability. KILL. Make a hit once a night, follow The Shareholder's orders. (2-3 Players)

    Barber: Give people amazing haircuts! But in doing so, you plant a deadly bomb. Each night you can either put a bomb into circulation, or detonate all bombs in circulation. You can have up to TWO hair bombs in circulation at once. No hints are dropped as you plant the bombs, but as soon as they detonate, hints will be dropped. Upon death, all bombs explode. (1 Player)

    Independent Roles:

    Nuclear Agent: Get that disk. Grunt. Scratch yourself. Kill. Eat some space bacon. Your win condition is for every single other player to be dead. Have fun! (1 Player)

    The Clown: Your goal is to be executed by the crew. Trick them, annoy them, just make sure its an execution on the day shift, not being killed during the night shift. Once you die, you can choose someone to haunt and drive off the station. One use. Your win condition is you must be executed. Whoever wins is not important to you. (1 Player)

    • Like 2
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use