Участник:Romen: различия между версиями

Материал из SS220 /tg/station13 (Space Station 13)
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{{JobPageHeader
{{JobPageHeader
|department = Antagonist
|department = Antagonist
|stafftype = ОБОЛВАНЕННЫЕ
|stafftype = ВНЕЗЕМНОЕ & ПАРАНОРМАЛЬНОЕ
|imagebgcolor = lightgray
|imagebgcolor = #BB0000
|img_generic =
|img_generic =  
|img = Assistant.png
|img = Shadowbeing.png
|jobtitleRu = Революционер
|jobtitleRu = Кошмар
|jobtitle = Revolutionary
|jobtitle = Nightmare
|access = Везде, куда у вас был доступ раньше
|access = None
|additional = То же, что и выше
|additional = Jaunt anywhere there isn't light
|difficulty = От легкого до среднего
|difficulty = Hard
|superior = [[Syndicate|Синдикат]]
|superior = [[Shadowlings]]
|duties = Убейте Глав!
|duties = Spread darkness!
|guides = Это руководство
|guides = This is the guide
|quote = VIVA LA REVOLUTION
|quote = *teleports behind u*
}}
}}
Shadowlings are back, baby. And they are nothing like they were before. Nightmares are a side antagonist that show up with changelings (or can be spawned in by [[Random events#Nightmare|random events]]), and are hyper glass cannons in that they kill incredibly fast with their armblade but die to one stun in the light. They have some very very strong powers allowing them to pass walls and escape even the wildest of situations if they're smart.


== I am the one who shadow walks! ==
So you're a nightmare, you'll find that you die in the light and heal in the darkness. You have only a few powers but they're really strong. Lets quickly go over them:


[[File:rev.png]] Революция (она же "Рева") - это игровой режим, представленный в [[Dynamic|Динамике]], который работает на TGStation13. В нем некоторые члены экипажа (главные революционеры) начинают с целью вербовки других членов экипажа (используя [[Flashes|флэшки]],) и убийства [[Heads of Staff|Глав Персонала]] станции.
==== Light Eater ====


==[[File:Banner revolution.png]] Вива де ля революсьон! ==
Nightmares carry a modified armblade with them at all times, it works like a normal armblade but it has a couple special properties. If you attack an item emitting light, the light will be turned to dust. If you attack a person carrying lights, all their lights will turn to dust. This works on borgs, too, permanently frying their headlamp, so don't be afraid to go all in.
Во время революционного раунда работа главных революционеров заключается в том, чтобы бегать повсюду, вербуя на свою сторону кого угодно, кроме службы безопасности, и <s>бездельничать</s>, находя изобретательные способы убить [[Captain|Капитана]], [[Head of Security|Гсб]], [[Head of Personnel|Хопа]], [[Chief Engineer|Се]], [[Chief Medical Officer|Смо]], и [[Research Director|Рд]]. Если революционерам удастся убить или сослать всех глав департаментов (включая недавно присоединившихся глав), они победят. Если всем остальным удастся убить или изгнать главных революционеров, станция победит. Довольно просто.


Аварийный шаттл может быть вызван, но никогда не отправится в этом игровом режиме. '''Раунд не закончится до тех пор, пока ни одна из сторон не выиграет.'''
==== Shadow Walk ====


Главы персонала и главные революционеры считаются изгнанными, если они покидают z-уровень станции (или продолжают прятаться в шкафчике/ящике). Они будут перечислены как покинувшие станцию. Однако это также может позволить одной стороне [[Beyond the inpossible|несмертельно удалять цели]].
Shadow walk is what makes a human with an armblade into a teleporting, terrifying, god of maint. Whenever the darkness is low enough, you will be able to Jaunt infinitely as long as you're in darkness. You can pop up anywhere, smack someone with your armblade, and pop back into the shadow walk BUT if you shadow walk into light you will be abruptly kicked out of the jaunt.


==[[File:Rev2.png]] Советы и Хитрости==
==== Organs ====


===[[File:Id silver.png]] [[Heads of Staff|Руководители персонала]]===
Nightmares have a unique brain and heart organ. If you manage to kill one, implanting it will result in special properties.
Здесь на кону ваши жизни. Это не означает "Спрятаться в шкафу и изо всех сил надеяться, что они меня не найдут", и это определенно не означает "Пусть ИИ разберется с этим" или "Просто расставьте всех по местам; в конце концов мы их найдем". Найти Реву не так уж сложно, и должно быть довольно просто, если предположить, что к этому моменту у Глав Ревы не будет 20 или около того союзников.


At the first credible evidence of revolutionary activity (i.e. not the clown screaming griff), go somewhere relatively safe, likely the [[Brig]]. If you have access, immediately crack open the cases of [[Security_items#Mindshield_Implant|mindshield implants]]. There is one case in the [[Armory]] and another in the [[Head of Security]]'s locker. Each contains four implants. These will run out fast, so your first priority should be implanting the [[Cargo]] staff and especially the [[Quartermaster]], if there's one. Once they're implanted, their job is to order you mindshield implants and nothing but mindshield implants. If an implanted QM complains, demote them, as they are a liability.  
* '''Brain''': Instead of a normal brain, Nightmares have a "Tumorous Mass". When implanted into a host, it gains the shadow walk ability unique to the Nightmare. It will also turn its host into a Nightmare, controlled by the original Nightmare the brain was taken from.


By the time you're at the point of implanting crewmates, there will probably be enough revs that within your first couple implants you'll deconvert someone, showing you a message such as "Robert Robust looks as if they've remembered their true allegiance!" Immediately ask them who converted them; that's one of your revheads. Repeat in systematic fashion, and [[Beyond the impossible|all will go smoothly!]]
* '''Heart''': Instead of a normal heart, Nightmares have a "Heart of Darkness". When implanted into a host, it reshapes one of the host's arms into a light eater permanent armblade. It has the ability to revive its host from the dead if the body is shrouded in darkness. The mutant human (no matter how menacing that armblade may be) is still a member of the crew, and therefore not an antagonist.


In the more likely case that things aren't going smoothly, knocking a revolutionary out with an [[Toolbox|object upside the head]] has a chance to deconvert them. Naturally, this does not mean "Hey, let's just whack everyone upside the head in the event that they're a rev." If you suspect them of being one, then this is usually a bad course of action; just brig them for a while and hope like hell you're wrong. If you actually see someone doing something scummy, you should probably assume they're either a Rev, a Rev Head, or an ass, so smack away! If you get them knocked out a few times and they don't turn, get them healed and apologize, while noting them in your notes or the security records.
* '''Eyes''': Instead of a normal pair of eyes, Nightmares have "Burning red eyes" When implanted into a host, they can see perfectly in darkness


<s>If [[Chief Medical Officer|you're a coward and you'd rather live]], there's nothing wrong with declaring that you wish to surrender. Declare your intention and request safe passage to the mining or gulag shuttle for a swift departure. Sometimes its better to live another day than to go out in a blaze of glory.</s> What are you, a coward? It's time to kick ass and chew bubblegum, and your gum is made out of meth. Remember, buck shot is your best friend. And if you warn everyone that a overcharged supermatter delamination in is about to happen by your hand, maybe the gods won't be mad if some latejoining assistant gets vaporized.
==== Other ====


Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.
Nightmares also have night vision, and will dodge all ranged projectiles while shrouded in the darkness.


===[[File:Id regular.png]] Station Staff===
== There's a scary shadow monster on the station, what do I do?? ==
As a member of the general staff, Revolutionary rounds should be treated like any other Traitor round; if you see someone trying to robust a Head to death, try to stop them or call Security. Security and the Heads of Staff, however, will be under a lot of stress. If you are not mindshield implanted, it would be in your best interest to keep your distance and not startle them, else they may consider you to be a revolutionary and attack. Otherwise, just try to be as normal as possible, and submit to any requests to be mindshielded. That is, unless you get flashed...


===[[File:Hudrevhead.png]] Head Revolutionaries ===
Well, here's a couple tips for fighting them.
You have a hard job ahead of you that can be rather frustrating.


Your first course of action should be to start flashing people. Be a bit covert about it, but you still want results. As a revhead you have the ability to also flash people from behind. But if you see some asshole walking around with sunglasses or a welding mask on, you won't be able to convert them without removing them. Members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. If you get spotted, run like hell and consider going incognito.
=== Stay in the light ===


As a revhead, your primary turning targets are [[Roboticist]]s, [[Geneticist]]s, [[Scientist]]s, and the [[Cargo Technician]]s; [[Robotics]] has delicious replacement flashes, [[Genetics]] can give you super powers, [[Research Division]] makes explosives, and [[Cargo Bay]] serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access). Genetics is especially useful if you've already killed a station head. They can save the heads' UI+UEs and inject you with them, making you look exactly like that guy you just killed (minus any mindshield implants). Have fun with that!
There is no way a Nightmare will bother you if you're in a lit room and all rooms around that are lit. Staying in departments, maybe security or the bridge, all of those will basically guarantee your safety. If lights start breaking, though, it's time to move.
Giving a syringe of blood to a revolutionary [[Botanist]] can be a smart back up plan, as nobody expects Replica Pod cloning.


Your number one concern, at least until things get moving, is to '''STAY LOW'''. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).
=== Bring a friend ===


Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.
If you wander alone, one hit from the Nightmare means certain death as it turns off all your lights. And fighting a Nightmare in the shadows is right next to impossible, considering they can jaunt around you swinging their light eater. Even if you manage to stunbaton them, they could just shadow walk until their stun wears off. With a friend, they'd have to hit you both for complete darkness and a friend can pull you out if you lose your lights. If a Nightmare attacks you they would have to go all in as they can't just leave if one of you has lights.


===[[File:Hudrev.png]] Converted Revolutionaries ===
=== Bring a spare light ===
So you spawned, and some jerk next to you just randomly flashed you. What's that al-VIVA LA REVOLUTION! Your new job is to find a way to kill those jerk-ass heads of staff without getting caught, and making sure the head revolutionaries '''don't die.''' [[Makeshift weapons]] are your friend. Remember that, as a converted rev, if you can manage to kill even one head, you've done your job. Also remember that your game isn't necessarily over if you get caught; most security members (that don't suck at their job, mind you) will try to convert you or just simply brig you.


==[[File:Gavel.png]] What happens if revs win or lose on Dynamic Mode?==
The light eater consumes anything that is currently giving lights, but if you have a glowstick or flashlight that hasn't been turned on it won't be destroyed. If you get hit swap to your second line of defense, more lights!


'''If the Head Revolutionaries are defeated: '''
=== Deny escape ===


* Revs lose their antagonist status and are no longer allowed to behave as antagonists.
If there are no lights while fighting the Nightmare, it will simply leave if it feels it is losing. Deny escape! You can crack on a glowstick and throw it for a great way to stop a jaunted Nightmare from escaping. Be sure to always be CLOSE to the nightmare as once again, if it escapes to darkness it already won the battle.
* The red [[File:Hudrev.png]] HUD icon should disappear.
* You get an announcement from CentCom telling you that the revolutionaries have been defeated.
* Exiled Head Revolutionaries become '''Enemies of the State''', and are given a choice between two objectives: survive life as an exile, or go the badass route and hijack the shuttle in one last big bang.
* The shuttle becomes available again after being UNAVAILABLE, "ERR --:--".  


It is very important to notice this as a rev because if you do a bad thing AFTER the revs are defeated, you may get bwoinked and banned.


 
{{Jobs}}[[Category:Jobs]]
'''If the Heads of Staff are defeated:'''
 
* [[Security Officer|Security]] and Heads of Staff become unavailable to pick for latejoiners.
* Living members of [[Security Officer|security]] and exiled Heads of Staff become '''Enemies of the Revolution''' and are given an objective to stay alive till the end.
* Some more threat are injected into the round, adding more possibility of people turning into other antagonists.
* One living Head Revolutionary (if any are able to) will be sent a [[File:Banner revolution.png]] Revolutionary Banner, allowing them to rename the overthrown station.
* The shuttle becomes available again after being UNAVAILABLE, "ERR --:--".
 
 
{{Jobs}}
{{Game modes}}
 
[[Category:Jobs]]
[[Category:Game Modes]]
[[Категория:Руководства]]

Версия от 21:01, 6 февраля 2023

ВНЕЗЕМНОЕ & ПАРАНОРМАЛЬНОЕ
Кошмар
Shadowbeing.png
Nightmare
Руководители: Shadowlings
Сложность: Hard
Обязанности: Spread darkness!
Руководства: This is the guide
Доступ: None
Дополнительный доступ: Jaunt anywhere there isn't light

Цитата: *teleports behind u*

Shadowlings are back, baby. And they are nothing like they were before. Nightmares are a side antagonist that show up with changelings (or can be spawned in by random events), and are hyper glass cannons in that they kill incredibly fast with their armblade but die to one stun in the light. They have some very very strong powers allowing them to pass walls and escape even the wildest of situations if they're smart.

I am the one who shadow walks!

So you're a nightmare, you'll find that you die in the light and heal in the darkness. You have only a few powers but they're really strong. Lets quickly go over them:

Light Eater

Nightmares carry a modified armblade with them at all times, it works like a normal armblade but it has a couple special properties. If you attack an item emitting light, the light will be turned to dust. If you attack a person carrying lights, all their lights will turn to dust. This works on borgs, too, permanently frying their headlamp, so don't be afraid to go all in.

Shadow Walk

Shadow walk is what makes a human with an armblade into a teleporting, terrifying, god of maint. Whenever the darkness is low enough, you will be able to Jaunt infinitely as long as you're in darkness. You can pop up anywhere, smack someone with your armblade, and pop back into the shadow walk BUT if you shadow walk into light you will be abruptly kicked out of the jaunt.

Organs

Nightmares have a unique brain and heart organ. If you manage to kill one, implanting it will result in special properties.

  • Brain: Instead of a normal brain, Nightmares have a "Tumorous Mass". When implanted into a host, it gains the shadow walk ability unique to the Nightmare. It will also turn its host into a Nightmare, controlled by the original Nightmare the brain was taken from.
  • Heart: Instead of a normal heart, Nightmares have a "Heart of Darkness". When implanted into a host, it reshapes one of the host's arms into a light eater permanent armblade. It has the ability to revive its host from the dead if the body is shrouded in darkness. The mutant human (no matter how menacing that armblade may be) is still a member of the crew, and therefore not an antagonist.
  • Eyes: Instead of a normal pair of eyes, Nightmares have "Burning red eyes" When implanted into a host, they can see perfectly in darkness

Other

Nightmares also have night vision, and will dodge all ranged projectiles while shrouded in the darkness.

There's a scary shadow monster on the station, what do I do??

Well, here's a couple tips for fighting them.

Stay in the light

There is no way a Nightmare will bother you if you're in a lit room and all rooms around that are lit. Staying in departments, maybe security or the bridge, all of those will basically guarantee your safety. If lights start breaking, though, it's time to move.

Bring a friend

If you wander alone, one hit from the Nightmare means certain death as it turns off all your lights. And fighting a Nightmare in the shadows is right next to impossible, considering they can jaunt around you swinging their light eater. Even if you manage to stunbaton them, they could just shadow walk until their stun wears off. With a friend, they'd have to hit you both for complete darkness and a friend can pull you out if you lose your lights. If a Nightmare attacks you they would have to go all in as they can't just leave if one of you has lights.

Bring a spare light

The light eater consumes anything that is currently giving lights, but if you have a glowstick or flashlight that hasn't been turned on it won't be destroyed. If you get hit swap to your second line of defense, more lights!

Deny escape

If there are no lights while fighting the Nightmare, it will simply leave if it feels it is losing. Deny escape! You can crack on a glowstick and throw it for a great way to stop a jaunted Nightmare from escaping. Be sure to always be CLOSE to the nightmare as once again, if it escapes to darkness it already won the battle.


Должности на SS220 /tg/station

Jobstemp.png

Командование Капитан, Глава персонала, Глава службы безопасности, Главный инженер, Директор исследований, Главный врач
Служба Безопасности Офицер службы безопасности, Смотритель, Детектив
Инженерный отдел Станционный инженер, Атмосферный техник
Научный отдел Генетик, Ученый, Робототехник
Медицинский отдел Врач, Парамедик, Химик, Вирусолог
Сервис Уборщик, Бармен, Повар, Ботаник, Клоун, Мим, Священник, Куратор, Ассистент, Адвокат, Психолог, Заключённый
Снабжение Квартирмейстер, Грузчик, Шахтер
Синтетики ИИ, Киборг, Позитронный мозг, Дрон, Персональный ИИ, Конструкт, Воображаемый друг, Раздвоение личности, Призрак
Антагонисты Предатель, Сбойный ИИ, Генокрад, Ядерный оперативник, Кровавый культист, Еретик, Революционер, Маг, Семья, Блоб, Абдуктор, Голопаразит, Ксеноморф, Пауки, Свармеры, Ревенант, Морф, Кошмар, Космический ниндзя, Демон резни, Пират, Разумная болезнь, Одержимый, Беглец, Охотники, Космический дракон, Элитные мобы, Разумная слизь, Крысиный король
Специальные Офицер центрального командования, Офицер отряда смерти, Офицер отряда быстрого реагирования, Хроно-легионер, Горец, Иан, Лаваленд Роли