Traitor: различия между версиями

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{{Antagonists}}
{{Antagonists}}
{{Gameplay Guides}}
{{Guides}}

Текущая версия от 11:23, 15 октября 2023

ENEMY
Должность
не определена


Traitor

Руководители: Whoever you want
Сложность: Hard
Обязанности: Help move the plot along. Blackmail, kill, or steal from your coworkers. Be seen holding a "suspicious toolbox" and get arrested twenty minutes into the round.
Руководства: This page, Uplink
Доступ: Job or hacking dependent
Альтернативные названия: Отсутствуют

Файл:F19.png

Note: Please ensure you've read the server rules regarding being an antagonist.

Welcome to being the bad guy! As a traitor - and as an antagonist in general - you have the power to make the round interesting for everyone. While the name implies that you are a traitor to the SCC and the SCCV Horizon, this isn't a hard rule; you simply have a lot more freedom in how you can direct the round. Want someone to suffer? Make it your mission to make them squeak. Firmly believe the station is a little too clean and that there should be dirt everywhere? Get some dirt grenades going. Can't think of anything cool to do and accidentally left the traitor preference turned on? Browse through exploitables. How you execute your mission depends on your skill.

Setup

You spawn as normal in your department with the addition of a spooky sound effect and bright red text popping up in your chatlog to inform you you're a traitor. The informational text will give you a code, something like "256 Delta", that you can type into the ringtone of your Chat Client on your PDA (be careful not to typo it!). If you forget your code, check the Notes verb in your IC tab.

This code will allow you to access your uplink; a secret database that allows you to access exploitable information on the crew, as well as tools, weapons, and other gadgets you can purchase with telecrystals (TC) or bluecrystals (BC). By looking in your Preferences tab in Character Setup, you can change what kind of uplink you spawn with. A radio uplink requires you to click on your headset and tune your radio to the frequency chosen. By using an uplink implant, you perform a chosen emote (such as *grin or *nod) that opens the uplink screen.

Once you have an idea for your motivation and plans for the round, use the Set Ambition verb in the IC tab and write down your "gimmick". While not required, it shows up at the end of the round and lets everyone know what you were aiming to do. You can even update it as you like, which may be good for keeping track of how you've been executing your plans.

If there are other traitors in the round, or it's a combined gamemode, you can coordinate with other antagonists using AOOC. This will allow you all to brainstorm together, if so desired.

Gear

See also: Uplink

As an antagonist, you have access to a wide variety of items that can be used for destructive, stealthy, or even RP-flavorful purposes. If your gimmick, for example, is centred around being an undercover Einstein Engines agent, you can purchase a Banshee combat suit to better indicate that you're public enemy number one. Uplink items can be purchased with TC (telecrystals) or BC (bluecrystals); there's no real difference to them apart from what you can purchase with them.

Do note that most, if not all, of the items able to be acquired via uplink are contraband under Biesel law, and even possessing them (if you happen to be unlucky enough to get caught with them) can net you fines or brig time.

Roleplaying As An Antag

Playing an antagonist does not waive roleplay. While obviously you are perfectly allowed to injure, kill, and steal from other characters, you are expected to do so in an engaging fashion. Consider; if John McClane had been killed by Hans Gruber and his goons in the first ten minutes of Die Hard, would that be an interesting movie to watch? The same applies to you and your roleplay. When one of your characters spawns as a Traitor, ask yourself some questions:

  1. What is my motive? The classic actor question. Why has your character decided to risk life, limb, and their job to go against their corporate masters? Has someone made them an offer they can't refuse? Were they an enemy agent all along? Did one of their coworkers really piss them off? Is it not really your character, but a clever imposter?
  2. Who do I engage with? Your actions threaten the integrity of the ship and its crew, so naturally the Security department will be given to interact with you in any round. But who else is going to be involved in your gimmick? Does this gimmick hinge on your character's faction, their nation, or who they're friends with? Alternatively, does it hinge on another character's presence?
  3. How will I complete my objective? Whether or not you "win" or "lose", your gimmick will change vastly if you change your methods, and even if you change your character's feelings on the matter. Consider the following hypotheticals based on the same basic idea: John Sol's exploitables say that he was involved in killing civilians on Mars after Violet Dawn. Urist McStation, a Martian, has rolled Traitor this round, and decides to make his gimmick hunting down and killing John Sol for revenge.
  • Scenario one: Urist McStation confronts John Sol in the bar with a bullpup rifle, revealing John Sol's crimes to the other patrons and trying to shoot up the bar. He evades security but ultimately chooses to recklessly throw his life away after scoring a few hits on John Sol, satisfied that John Sol has had his reputation tarnished and been made to suffer.
  • Scenario two: Urist McStation hates John Sol for murdering his family during the unrest caused by Violet Dawn, but he likes his cushy SCC job and doesn't want to be marooned or cyborgified. He confronts John Sol in disguise, attempts to kill him, and tries to plant evidence placing the blame on Bill Biesel instead.

While both of these boil down to "kill John Sol", the results vary, especially when one considers how different the round can go based on whether Urist McStation succeeds in killing John Sol or not. Urist McStation's player might even allow himself to be talked down from revenge, deliberately allow John Sol to get away, or end up running afoul of Bill Biesel for attempting to frame him.

It is good to remember when being an antagonist that losing is fun. You are (usually) one person up against a security team that can number up to ten, plus an entire ship of people willing to shout out your location over communications once the jig is up. Dying, being imprisoned, or even being cyborgified can all be part of the fun, so roll with the punches.

Contracts and Exploitable Information

Contracts are player-submitted antagonist prompts from unscrupulous sorts that involve theft, murder, vandalism, and other such crimes. If you are particularly in a bind for ideas, you can use these as a jumping-off point for your gimmick.

Exploitable information is player-written dirty little secrets about crew characters that can be looked up using your uplink. It isn't a hard and fast rule that all of the information is canonical; merely that the information about a character is plausible enough to give you, the antagonist, something to act on.

Keep in mind that this information doesn't always need to be something painting a target on said character's back; you can do a lot with the mere fact that a character can be bribed. Also note that if your plan is to kill a character for their compromising information, make sure to roleplay with them first.

Tips and Tricks

  • If you get bwoinked/receive a message from staff, it's not necessarily an indicator of poor performance. Sometimes the funny combat logs show up and an admin wants to know what's going on. If you're in the middle of a sticky situation, politely inform the admin that you need a moment to finish up the scene, and they'll be happy to let you.
  • A few of the things that may get you sternly spoken to, warned, or banned include: flooding the hallways with phoron or another toxic gas, decapitating someone before the 01:00 mark, using bugs or exploits to gain an edge in combat (like autoclickers), involving overly suggestive content in your antag roleplay, wordlessly shooting someone with no prior interaction, and, depending on how you slice it, playing an SRF apologist.
  • On the flip side of staff talks, if you think your gimmick could be improved by a smidgen of adminbus, feel free to send an admin help and ask for something to be spawned. Whether or not it's allowed is up to the discretion of the admin in question, so don't lean on it too heavily.
  • Mind you, just because you're an antagonist doesn't mean you get to be the ship's punching bag. If a Security Officer is very intensely questioning why your toolbox is "suspicious", or the entire team shows up behind you after you've just quietly hacked into the bridge, send staff a message about it. It's simply polite for crewmembers to give you leeway so your gimmick isn't cut short half an hour in.
  • Low-hanging fruit is just that; low-hanging fruit. Demanding to see someone alone in their office and jumping them once the windows are tinted is expected by just about every Psychologist, and is not particularly fun or original (unless you think you can make it so?).
  • The simplest way to sabotage power is to cut a single wire in the area. Make sure to wear insulated gloves.
  • The simplest way to sabotage a console is to remove its tesla link.
  • Nobody ever looks in trash piles or lockers during a chase (except when they read this page, and do).
Antagonist roles
Antagonists Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer
Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink