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=Minor Round-start Threats= The following threats are the primary ones randomly selected by Secret and Dynamic, and make up the bulk of rounds, individually or in combination. ===[[File:Sword.gif|link=Traitor]] [[Traitor]]=== The most common game mode in secret. In Traitor, one or more crew members (or even the [[Malfunctioning AI|AI]]) are '''Syndicate agents''' and are given an Uplink to provide them with [[Syndicate Items|useful tools]] to help them '''complete their goal'''. The crew must find out who the traitors are and stop them from reaching their goal. Traitor objectives are usually a small selection of the following: * Assassinate or maroon a specific crew member. * Steal a restricted item. * Be the only one on the Emergency Shuttle when it leaves or just escape alive. Each traitor has their own objectives, and traitors win or lose individually. Most of the time, they win if they're alive on a valid escape shuttle or pod when the round ends. Traitors can team up, but they can just as easily backstab each other. '''Game Ending Conditions:''' * If a traitor has completed all their objectives, they get [[greentext]] when the round ends. By default, this is when the escape shuttle arrives at CentCom. === [[File:Sword.gif|link=Traitor]] Blood Brothers === '''ONLY ENABLED ON /TG/'S MEDIUM ROLEPLAY SERVER MANUEL.''' Some of the crew are initiates into the Syndicate, eager to prove they have what they takes. This game mode is very similar to Traitor, with one very important distinction: instead of having a Syndicate uplink, each Blood Brother is bonded with one or two other crewmembers, who all are working together on the same group of objectives and succeed or fail together! Similar to Traitor, two different groups of Blood Brothers can team up or work against each other. Blood brothers always have the objective to make sure every member of their team escapes alive and out of custody - never forget that teamwork is key! Blood Brothers' strongest advantage is the ability to work together with absolute trust and secrecy, and a well coordinated team can set diabolical schemes into motion that would be nearly impossible with just one Traitor. '''Game Ending Conditions:''' * If a group of Blood Brothers has completed all of their objectives, they all get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom. ===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]=== Similar to, but unaffiliated with Cults, '''heretics''' can advance upon '''unique ability trees''' by collecting eldritch influences scattered across the station or by sacrificing crew members. With access to the paths of '''ash, flesh, void, blade, rust and cosmos''', they can choose to specialize in different abilities, building towards their eventual '''Final Ascension'''. Heretics are solo antagonists like Traitors. '''Game Ending Conditions:''' * If a heretic has completed all objectives, they get greentext when the round ends. ===[[File:Changeling.gif|link=Changeling]] [[Changeling]]=== Some of the crew are not what they appear to be! These changelings are '''monsters''' in human form, with the ability to '''absorb (eat) people and take on their DNA/identity'''. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changeling can be anyone they've absorbed and can switch identities instantaneously; only absorbing takes time and peace. Like traitors, changelings will have objectives to accomplish before the [[Escape Shuttle]] arrives, usually to kill a certain person and/or escape with their identity. Some changeling objectives will require the changelings to compete, but there also exist team objectives that task them to co-operate regardless of their objectives. '''Game Ending Conditions:''' * If a changeling has completed all objectives, they get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.
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