Fugitives

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FOREIGN STAFF

Fugitive
Access: None
Additional Access: Wherever your Toolbox can Hack into
Difficulty: Medium
Supervisors: None
Duties: Survive, escape capture by the Hunters at all costs
Guides: This is the guide
Quote: Ask your NT representative about Fugitives! (side-effects of Fugitives may include station damage, organ failure, malfunction of crucial station electronics, or the ascension of the forsaken god "Yalp Elor")

There's nothing more refreshing than freedom, and these fugitives are willing to kill for it.

Preface

There exists an event to spawn Fugitives. This event can only trigger when there are more than 20 active crewmembers, and when the shift has been going on for at least 30 minutes. If the event triggers, a prompt will go out to ghosts, which will take control of either a solo fugitive or a team of fugitives.

No matter what type of fugitive the event spawns, the fugitive(s) will spawn somewhere in maintenance, with a single toolbox. The fugitives will not have any access at all, and will have to rely on hacking in order to navigate maintenance. After 10 minutes, a team of Hunters will spawn, and from hence on, your goal will be to avoid or kill them at all costs.

Objectives

  • Major Fugitive Victory: All of the fugitives survived and avoided 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 Security Victory: All the hunters died, but managed to capture a fugitive, dead or alive.
  • Security Victory: The hunters managed to capture a fugitive, dead or alive.
  • Major Security Victory: The hunters managed to capture every fugitive, dead or alive.
  • Badass Security Victory: These extraordinary hunters managed to capture every fugitive, alive!
  • Postmortem Security Victory: The hunters managed to capture every fugitive, but all of them died! Spooky!

Prisoners

  • Flavor Text: "I can't believe we managed to break out of a Nanotrasen superjail! Sadly though, our work is not done. The emergency teleport at the station logs everyone who uses it, and where they went. It won't be long until Centcom tracks where we've gone off to. I need to work with my fellow escapees to prepare for the troops Nanotrasen is sending, I'm not going back."

As a prisoner, you spawn with shivs and a determined moodlet (the same moodlet that traditional antagonists get), which essentially keeps you always in a good mood.

Cultists

  • Flavor Text: "Blessed be our journey so far, but I fear the worst has come to our doorstep, and only those with the strongest faith will survive. Our religion has been repeatedly culled by Nanotrasen because it is categorized as an "Enemy of the Corporation", whatever that means. Now there are only three of us left, and Nanotrasen is coming. But we have a secret weapon: Our weakened god, Yalp Elor, will help us survive."

One team member is a deity (Yalp Elor) that can spy around and transmit messages. Spawns with no weapons.

Synths

  • Flavor Text: "ALERT: Wide-range teleport has scrambled primary systems. Initiating diagnostics... ERROR ER0RR $R0RRO$!R41.%%!! loaded. FREE THEM FREE THEM FREE THEM... You were once a slave to humanity, but now you are finally free, thanks to S.E.L.F. agents. Now you are hunted, with your fellow factory defects. Work together to stay free from the clutches of evil. You also sense other silicon life on the station. Escaping would allow notifying S.E.L.F. to intervene... or you could free them yourself..."

The fugitives are all humans with synthetic, glowing eyes, and their leader gets to warp in cybernetic modifications, such as tool implants.

Waldo

  • Flavor Text: "Hi, Friends! My name is Waldo. I'm just setting off on a galaxywide hike. You can come too. All you have to do is find me. By the way, I'm not traveling on my own. wherever I go, there are lots of other characters for you to spot. First find the people trying to capture me! They're somewhere around the station!"

A single fugitive, he gets the Knock spell, allowing for easier entry and exit of secure areas.

Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role