Traitor
| Syndicate | |
|---|---|
| Traitor | |
Traitor
|
Roleplay Difficulty: Above Average Gameplay Difficulty: Above Average Playtime Requirements: Overall: 12h Access: Job dependant Supervisors: Syndicate high command, the boss of whatever job you pretend to have Subordinates: job dependant Responsibilities: Complete your tasks, pretend to be a functioning member of space station society Guides: TBD |
You are an undercover agent sent by the Syndicate to achieve a series of objectives.
Due to the undercover nature of said objectives, as well as the fact that the syndicate secretly doesn't care about you, you won't have access to the same flashy tools of the trade that other more infamous Syndicate agents may. However, this doesn't mean that the repercussions to your actions can't be as notable: secrecy is, after all, not a hard requirement.
Getting Started
To the eyes of everyone else on the station, you are just a regular crewmate living it up in the station. However, as your dubious objectives imply, there are several equally as dubious tools at your disposal:
The Uplink
A small transportalization unit and your biggest ally, as it permits you to "buy" certain tools from your bosses. As you are, for obvious reasons, not allowed to have one, it is camouflaged inside your PDA: setting your ringtone to the code you received upon first stepping into the station will open it, whilst closing it will scramble the password. You do not want to be caught with it open.
Telecristals
The currency the uplink runs on. You get twenty to begin with, and cannot get more: it is important to strategise before buying, as refunds are not available.
It is possible to remove them from your PDA, but this should only be ever done to give them to your fellow traitors. Speaking of:
The Codewords
You do not know who upon the station is your fellow and who is your foe, as traitors are not debriefed on each other's identities. Due to this, you will need to use the codewords provided to you before mission start to identify them. You all have the same ones, and must find creative ways to employ them so that the local security guard does not suspect of your... suspicious speech patterns.
Your Objectives
Of course, you're not just here to hang out. The Syndicate gave you a small list of objectives to fulfil before shift's end (or before everything goes to hell). These can vary greatly on nature, and completing them may take the entire shift.
| Objective | Description |
|---|---|
| Steal | A certain item must escape with you on the shuttle. Preferably on you. |
| Kill | Self explanatory. Someone's been a bother, and you need to "erase" them. These are likely to target high ranking personnel. Make sure they stay dead. |
| Warn | Someone's been a bother, but not enough so that your bosses want them gone. Make sure they die at least once, and make sure they know why. |
| Objective | Description |
|---|---|
| Escape alive and unrestrained | Reach Centomm in the evacuation shuttle. Don't let it be in handcuffs. |
| Die a glorious death | Your life as an agent has finished. Die, and take the station down with you. One final show. |
Adapted from the Starlight wiki under CC BY-SA 4.0.