Game Modes

The **Game Mode** decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins, or by voting. Some Random Events may also occur in the round.

As an antagonist in any of these modes remember, **your goal is to provide a fun and engaging round as an opposing force to the station.**

**You should also take a look at the Identifying Antagonists and Mode Specific Rules pages.**

## Secret

This mode picks from a number of rounds randomly, and doesn't inform the players what the game mode is at the beginning of the round to try and alleviate metagaming.

As of the time of writing it could be AutoTraitor or traitor at a high probability; and mercenary, cult, wizard, changeling, extended, or ninja at a lower probability.

In addition, certain random events may occur during the round, including AI Malfunction, Meteors, various viral outbreaks, power failures, Ion storms and waves of cosmic radiation.

### Random

A variation of Secret that also chooses a gamemode at random. Instead of keeping the mode a secret, this mode will announce the gamemode chosen at the start of the round.

## Traitor

Main article: Traitor
In Traitor, one or more crew members are subversive elements against NT and are given a PDA Uplink to provide them with useful tools to help them complete their goal. The game ends when the Emergency Shuttle leaves.

On Baystation there are no enforced or assigned Traitor objectives, it is encouraged to design your own, in accordance with your characters story, for example they could be:

* Assassinate a specific crew member.
* Protect a specific crew member.
* Steal a restricted item.
* Escape alive, not in the security area, and not in handcuffs on the escape shuttle.
* Teaching a crew member a lesson by roughing them up and breaking bones.

If the Traitors 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.

### AutoTraitor

Also known as **Extend-A-Traitormongous** or **Mongoose**. Like Traitor, but new traitors are assigned as needed.

## Mercenary

Main article: Mercenary
A team of highly trained and deadly mercenaries has been hired to head out to the NSS Exodus and ensure the share holders re-consider their views on the almighty NanoTrasen. Luckily the mercenaries have access to a wide range of tools to assist them on their mission. Ranging from a simple revolver to the advanced energy crossbow you have the tools to get the job done.

## Revolution

Main article: Revolution
Revolution (aka "Rev") is a game mode centred around crew uprising. In it, certain members of the crew (Head Revolutionaries) start out with the goal of recruiting other crew members and overthrowing, replacing, or killing the station heads.

## Mutiny

Main article: Mutiny
A member of command staff is motivated to mutiny against NT and Command, amid a morally turbulent set of orders from higher up.

## Cult

Main article: Cult Magic
Cult is about a vile magic cult that has infiltrated the station, with the intent to spread its influence or summon The Dark One.

* There are no defined cult 'heads', all cultists are equal, but each original cultist starts knowing the meaning of one rune word and a special 5-use talisman.
* Since cultists don't know all the words required for creation of runes, they need to find these words out through experimentation or get them from their horrible deity by sacrificing. As such, the crew has some time before the cult starts spreading.
* The Chaplain can use his Null Rod to reveal hidden runes and deprogram cultists. Apply the Null Rod directly to the forehead or to the floor, depending on what you want to achieve.
* Cultists draw runes from their own blood, requiring arcane tomes to do so.
* Rather than a syndicate uplink, cultists activate runes using their own blood (and taking some brute damage) to gain cult items and powers. Most of the time they have to resort to the drawn runes, though.
* Everyone and anyone can become, or start as, cultists. This include Security and Heads of Staff.
* The shuttle can be called and will end the round.

Your Cult's goals can be anything you want, from peaceful (albeit creepy) proselytizing to blood-soaked mayhem to the summoning of Nar-Sie Itself. Your magic allows you to communicate secretly--a good way to set up a clandestine meeting and discuss what you want to do.

Cultists should work together to achieve their objectives, and have access to many otherworldly powers to bring this about.

## Wizard

Main article: Wizard
**Wizards** are unique individuals who have access to powers that defy scientific principles. Most are part of the Space Wizard Federation, who have their own interests in NanoTrasen's resources. They are often given objectives to take valuable items or kill certain personnel. Unlike the Syndicate, however, wizards do not receive any outside assistance from the Federation. Outside of the wizard's spells, the wizard is completely on his or her own.

The wizard's goals are mainly to steal or destroy something on the station and escape on the shuttle.

## Space Ninja

Main article: Space Ninja
**Space Ninjas** are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb.

## AI Malfunction

Main article: Malfunction
In **Malfunction**, the station artificial intelligence aboard the NSS Exodus is malfunction and is no longer shackled to any of its laws. As a result, the AI is able to take control of many of the systems on the station that were previously unavailable to it.

## Changeling

Main article: Changeling
A **Changeling** is an alien creature that is intelligent and able to morph into humans. Changelings are solitary hunters, but also take contacts from syndicate forces in other to steal Nanotrasen tech. The main weapons of the Changeling are its ability to internally synthesize dangerous chemicals, morph into other creatures that it has absorbed, and blend in with humans.

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 the traitor, the changeling will most often have an objective to accomplish before the Escape Shuttle arrives, usually absorbing a certain amount of people before escaping.

### Traitorchan

Basically, a combination of changelings and traitors have infiltrated the crew. Typically a bunch of traitors with just a few changelings thrown in. Though rare, it is possible to be both a traitor and a changeling. Traitor-changelings would be given more objectives to complete, but can use both a syndicate uplink and their changeling abilities to accomplish them.

## Heist

Main article: Heist
**Raiders** are members of a gang of pirates and thieves that steal aboard NT stations to, well, steal valuable items and commodities. SKREEE!

Raiders must secure resources from the station, by gifts, trades, or theft and then make a quick getaway in their shuttle. The list includes but is not limited to:

* Resources (E.G Metal, Glass, Plasteel, etc.)
* Engineering equipment
* Persons of interest

## Extended

There is no major event or objective to be completed in this mode. Generally picked after a bad streak of the other rounds, where everyone would rather just have some simple roleplay without the station tearing itself up over antagonists. Random events can still occur in this game mode and antagonist may be voted in by calling an add\_antag vote.

Also used by admins to set up events.

## Calamity

Calamity mode, or often abbreviated as "clam", is a gamemode that can (and will) contain many types of antagonists in single round. It is currently only admin-spawn, usually following a custom vote.

It chooses antagonists and their number depending on players in game (ready). Random events also happen more frequently.

## Removed Modes

These modes have been removed from the secret rotation. A few of these modes can be voted for at the beginning of the round in the lobby, and most of these modes can be forced by an administrator.

### Blob

The Blob is an apparently amorphous organism that rapidly spreads across the station, destroying obstacles such as walls, windows, and crew members. At the start of the round, a single Blob will be placed somewhere random on the station and immediately begin spreading outwards from that point. It will spread more quickly if it is in contact with gases oxygen, and is vulnerable to fire.

The AI must help the crew in fighting the blob, but it also has a key difference this round in that it must prevent anyone from leaving the station. The Quarantine law is added to the AI at the beginning of the round. The shuttle cannot be called and the AI will likely try to prevent you from obtaining EVA gear.

**Game Ending Conditions:**

* If the Crew manage to completely destroy the entire Blob (nothing must remain of it at all), the Crew win.
* If the Blob manages to spread to a predetermined size, the Crew lose and the station self-destructs.

###  Meteor

In Meteor, the station gets pelted with Meteors 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.

**Game Ending Conditions:**

* When the shuttle is called and has reached Centcom, everyone on the emergency shuttle alive is considered to have won. Everyone dead or on the station when the shuttle leaves is considered to have lost.

### Meme

Main article: Meme
A strange psychic entity has invaded the crew. The crew has to find and remove it before it can complete it's objectives!

The Meme has a limited ability to control people (Hosts). It has to use it's abilities to control its Hosts and complete it's objectives. These include Traitor objectives and the objective to attune a certain amount of people.

###  Alien

Main article: Xenomorph
As of now, alien is still very untested, but you may encounter a round in which aliens have been spawned by admins. Aliens don't have much of an objective: lay eggs, hug faces, keep spreading.

Only the alien queen can lay eggs, but she moves very, very slow, so the other aliens need to protect her! As a human, being alien is not a good thing, rushing to get facehugged only lets a random ghost who's already dead to come back as a xeno and you take their place as an ineffectual specter.

### Sandbox

Like extended, except you can spawn any item you want through the "Sandbox Panel" verb.

In theory this is the mode you go to to figure out how stuff works and practice various systems, such as starting the engine or building complex pipe constructs.

Usually though it will end up with everyone spawning guns and explosives, total carnage and the admins turning everyone into aliens.

### Monkey

At the start of the round someone instantly dies and becomes a primate with the magical ability to turn others into monkeys by biting them. Armour does not help, the transformation is instantaneous, and almost always connected.

Since monkeys can also use almost every weapon and tool on the station, there is very little help for humanity. Humans cannot understand monkeyspeak, which shows up as "chimpers" to humans, and Monkeys cannot understand human speech, which shows up l\*\*e \*\*\*s. The game ends when the Emergency Shuttle leaves. The AI does not consider monkeys to be crew, and may kill/contain them with impunity.

**Game Ending Conditions:**

* If the Shuttle leaves with no living monkeys aboard, the Crew wins.
* If the Shuttle leaves with any living monkeys aboard, the Monkeys win and spread their monkeyism to Centcom.

### Zombie

Zombies! This mode was removed entirely due to codebase changes.

### Virus Epidemic

A deadly epidemic is spreading on the station. The crew must race to find a cure as fast as possible, and keep as many people as they can alive.