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Fugitives [GoodWheatley] #50

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62 changes: 62 additions & 0 deletions src/en/proposals/goodweatley-fugitives.md
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# Fugitives [Goodwheatley, Unapproved]

Fugitives are a soft port of the titular event from SS13, with some changes to make the event feel more interesting and replayable.

## Mechanics

Each Fugitive event is made up of two teams, the Fugitives and the Hunters. The Fugitives will arrive on the station unannounced when the event starts, somewhere in the maintenance network. The Hunters will arrive a few minutes later, docking in their custom shuttle. The goal of the Fugitives is to evade capture by the Hunters and escape on the emergency shuttle alive, while the goal of the Hunters is to capture or kill the Fugitives and lock them up in the Hunters' shuttle.

An important part of this is that each team's objectives don't relate to the crew at all, and each team is explicitly told they can't harm the crew unless necessary; instead of there being clearly defined good and bad guys like with other antagonists, the crew can choose who they want to help. This can lead to much more interesting social interactions for everyone involved.

When the event starts, the type of Fugitives and Hunters are randomly selected. Due to the expanded selection of teams available, the number of possible combinations skyrockets, which helps every Fugitive event feel unique to watch and play.

### Hunter Teams
Bounty Hunters
Psyker Shikari
Cyberdyne Cleanup Crew
Wizard Diplomat
Time Cops
Tango Squadron
Space Russian Mafia
SWAT Force Six
Work-for-Hire Pirate Crew
Military-Grade Synth Fireteam
Addicts Anonymous Spokespersons
Monkey Business Representatives
Spiritbusters
Fashion Police Squad
Nanotrasen Mounted Police Division
Noir Detective Agency


### Fugitive Teams
Fallen Changeling
Prisoner Gang
Waldo
The Invisible Man
Chrono Prisoner
Disgraced Executive
The Occult
Jailbroken Synths
Exposed Internal Affairs Agent
Escaped Smugglers
Drug Kingpin’s Enforcers
Bee Liberation Front Soldiers
Quantum Being
The Puppet Master
Lost Soul
Anachronistic Anarchists

### Fugitive Outcomes

- Badass Fugitive Victory: All of the fugitives survived and escaped successfully!
- Major Fugitive Victory: All of the fugitives survived and evaded capture!
- Fugitive Victory: A fugitive survived, and no bodies were recovered by the hunters.
- Minor Fugitive Victory: All the fugitives died, but none were recovered!
- Stalemate: Everyone died, and no fugitives were recovered!
- Minor Hunter Victory: All the hunters died, but managed to capture a fugitive, dead or alive.
- Hunter Victory: The hunters managed to capture a fugitive, dead or alive.
- Major Hunter Victory: The hunters managed to capture every fugitive, dead or alive.
- Badass Security Victory: These extraordinary hunters managed to capture every fugitive alive!
- Postmortem Hunter Victory: The hunters managed to capture every fugitive, but all of them died! Spooky!
- Postmortem Fugitive Victory: All the fugitives died, but their bodies all escaped on the shuttle!