Revolutionary

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BRAINWASHED STAFF

Revolutionary
Access: Wherever you had access to before
Additional Access: Same as above
Difficulty: Easy to Medium
Supervisors: The Syndicate
Duties: Kill the heads!
Guides: This is the guide
Quote: VIVA LA REVOLUTION


Revolution (aka "Rev") is a game mode featured in Secret that runs on Beestation. In it, certain members of the crew (Head Revolutionaries) start out with the goal of recruiting other crew members (using Flashes) and killing the station Heads of Staff.

Viva La Revolution!

During a Revolution round, it's the job of the Head Revolutionaries to run around recruiting anyone outside of Security to their cause and b̶u̶m̶ ̶r̶u̶s̶h̶ find inventive ways to kill the Captain, Head of Security, Head of Personnel, Chief Engineer, Chief Medical Officer, and Research Director. If the Revolutionaries manage to kill or exile all of the ORIGINAL heads then they will be considered victorious, however like other gamemodes the round will continue until the shuttle is called.

Heads of Staff and Rev Heads are considered dead if they leave the z-level of the station or enter a locker. They will be listed as having abandoned the station. However this can also allow one side to non-lethally remove a target.

Mechanics

Head-Revolutionary

  • Your flash will convert people when you flash them directly.
  • Your flash recharges after use.
  • You cannot be deconverted by a lawyer or with mindshields.

Revolutionary

  • Your job is to listen the head-revolutionists and create a new society for the station.
  • You have no direct win condition, so use your position to create interesting events. Kill the heads, promote new ones, promote yourself as a dictator.

Lawyers

  • Lawyers can use their space-law book to convert people to their side.
  • If they are a revolutionary, then they will convert people into revolutionists.
  • If they are not a revolutionary, they will deconvert people back into regular crew.

Mindshields

  • Mindshields are in limited supply, but will make deconverted revolutionists permanently unconvertable.
  • Mindshields do not work on head revolutionaries.

Tips and Tricks

Heads of Staff

Your lives are on the line, here. This does not mean "Hide in a closet and hope like hell they don't find me", and it definitely doesn't mean "Let the AI sort it out" or "Just space everyone; we'll find them eventually". Finding revs isn't that hard, and should be fairly simple, assuming the Rev Heads don't have 20 or so followers by this point.

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 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.

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 all will go smoothly!

In the more likely case that things aren't going smoothly, knocking a revolutionary out with an object upside the head has a 50% 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.

If 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. What are you, a wimp? It's time to kick ass and chew bubblegum, and your gum is made out of meth. Remember, buck shot is your best friend.

Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.

Station Staff

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. That is, unless you get flashed...

Head Revolutionaries

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. If you see some asshole walking around with sunglasses or a welding mask on, you won't be able to turn 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. Note that the area flash (From using the flash inhand) does NOT convert. You must click on your target.

As a revhead, your primary turning targets are Roboticists, Geneticists, Scientists, and the Cargo Technicians; Robotics has delicious replacement flashes, Genetics can give you superpowers and pretty much lock down the cloner, 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! 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).

Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.

Converted Revolutionaries

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.


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
Game Modes on beestation

Traitor


Changeling


Nuclear Emergency


Revolution


Blood Cult


Clockwork Cult


Wizard


Heretics


Other Modes