Random events: Difference between revisions
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'''''"Confirmed outbreak of level 7 viral biohazard aboard <station name>. All personnel must contain the outbreak."''''' | '''''"Confirmed outbreak of level 7 viral biohazard aboard <station name>. All personnel must contain the outbreak."''''' | ||
Get your asses in gear, medbay! A virus has somehow made it aboard the station. Could be the common cold, could be the confusing space retrovirus, could be the crippling brainrot. | Get your asses in gear, medbay! A virus has somehow made it aboard the station. Could be the common cold, could be the confusing space retrovirus, could be the crippling brainrot, or a completely random Advanced Virus. | ||
Due to the similar CentCom alert, expect many confused/dumb crewmen to fill communications with cries of "WHERE'S THE BLOB?" or "LYNCH VIRO." | Due to the similar CentCom alert, expect many confused/dumb crewmen to fill communications with cries of "WHERE'S THE BLOB?" or "LYNCH VIRO." |
Revision as of 11:27, 11 February 2018
These are random events that occur during a game regardless of gamemode. They have a relatively low chance of occurring, and are often (but not always) accompanied by a broadcasted message from CentCom. Some may only occur after so much time has elapsed during a round.
Abductors
Minimum round time: None
Minimum players: 20
Chance of occurrence: Low
Spawns an abductor team that will kidnap and experiment on the crew.
Alien Infestation
Minimum round time: 20 minutes
Minimum players: 10
Chance of occurrence: Low
"Unidentified lifesigns detected coming aboard <station name>. Secure any exterior access, including ducting and ventilation."
One or more alien larva spawn in random locations aboard the station, their players pulled from ghosts with the role enabled.
Anomalies
Minimum round time: 20 minutes
Chance of occurrence: Above average
"<Anomaly type> detected on long range scanners. Expected location: <area name>."
A random type of anomaly spawns in a random location on the station! These tend to cause bad things if left alone. So hop to it! To neutralize an anomaly, grab an analyzer from a toolbox and a remote signaling device. Scan the anomaly with the analyzer, then send the signal with the frequency shown! This will neutralize the anomaly and leave behind a core, a relatively valuable item to science.
The anomalies will move around, so a bit of hunting may be necessary if it happens to stray from its location.
Types of anomalies
- Unstable bluespace anomaly
- If left unchecked, it will eventually detonate, warping every object in the area into a random location. Virology may end up in space! Tech storage may suddenly appear in the security wing!
- Localized hyper-energetic flux wave (10 players minimum)
- If left alone, it will eventually erupt in a violent explosion.
- Pyroclastic anomaly
- Creates plasma fires!
- Gravitational anomaly
- Pulls and flings objects everywhere nearby.
- Localized high-intensity vortex anomaly (20 players minimum)
- The rarest of the bunch. Consumes objects and creates hull breaches. Nasty!
Blob
Minimum round time: 1 hour, 20 minutes
Minimum players: 20
Chance of occurrence: Low
"Confirmed outbreak of level 5 biohazard aboard <station name>. All personnel must contain the outbreak."
Not to be confused with the blob game mode. A blob spawns in a random location on the station.
Brand Intelligence
Minimum round time: 20 minutes
Minimum players: 15
Chance of occurrence: Low
"Rampant brand intelligence has been detected aboard <station name>, please stand-by. The origin is believed to be a <vendor type>."
One of the machine type specified in the CentCom notice has become sentient! If not stopped, it will begin to spread a virus to all other vending machines, causing them to animate and attack anything in sight!
The origin machine can be any of the vending machines in the station, from the soda machine in escape to the cigarette dispenser in the captain's office. It will shout aggressive speech at anyone nearby and launch products at anything in sight. To stop it and prevent it from infecting any other vendors, it must be either deconstructed or its wires all cut, or just simply screwdriver the panel open and flick the speaker switch to off.
Camera Failure
Minimum round time: 0 minutes
Chance of occurrence: High
One or two random cameras around the station will be deactivated.
Carp Migration
Minimum round time: 10 minutes
Minimum players: 2
Chance of occurrence: Above average
"Unknown biological entities have been detected near <station name>, please stand-by."
Space carp spawn around the station. Take care and have a good weapon handy when heading out into space. And watch yourself when around windows!
Communications Blackout
Minimum round time: 20 minutes
Chance of occurrence: Medium
"Ionospheric anomalies dete'fZ\\kg5_0-BZZZZZT"
Telecommunications goes down temporarily. The crew isn't often alerted of this, but the AI always is. Sometimes confused due to crew incompetence with the Ion Storm, detailed below.
Disease Outbreak
Minimum round time: 20 minutes
Minimum players: 10
Chance of occurrence: Low
"Confirmed outbreak of level 7 viral biohazard aboard <station name>. All personnel must contain the outbreak."
Get your asses in gear, medbay! A virus has somehow made it aboard the station. Could be the common cold, could be the confusing space retrovirus, could be the crippling brainrot, or a completely random Advanced Virus.
Due to the similar CentCom alert, expect many confused/dumb crewmen to fill communications with cries of "WHERE'S THE BLOB?" or "LYNCH VIRO."
Electrical Storm
Minimum round time: 10 minutes
Minimum players: 5
Chance of occurrence: Very High
"An electrical storm has been detected in your area, please repair potential electronic overloads."
A bunch of lights short out in a general area on the station. Annoying at best. But at least it gives the janitor something to do other than mop blood trails.
False Alarm
Minimum round time: None
Chance of occurrence: Above Average
Plays a false alarm message for about any other event. Fun with meteors.
Grid Check
Minimum round time: None
Chance of occurrence: Low
"Abnormal activity detected in station name's powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration."
Shuts down all APCs stationwide for 30 to 120 seconds, with the exception of Engineering. Usually leads to stationwide looting once Assistants crowbar open airlocks.
Can be fixed early by hitting the APC's "Reset" button.
Immovable Rod
Minimum round time: 20 minutes
Minimum players: 15
Chance of occurrence: Average
"What the fuck was that?!"
Something of a humorous physics joke, an immovable rod will travel through the station in a straight line causing reasonable amounts of damage to the structure and killing anybody unfortunate to be in its path. They take some time to travel through the station, make an immense amount of noise, and as such are avoidable to players with quick reflexes. They will often open up secure areas, resulting in looting. If an Immovable Rod's path includes the arrivals shuttle, or any of the escape pods, you will find out what happens when an unstoppable force meets an immovable object.
Ion Storm
Minimum round time: 20 minutes
Minimum players: 2
Chance of occurrence: Below Average
"Ion storm detected near the station. Please check all AI-controlled equipment for errors."
All AIs aboard the station are uploaded with a random, glitched law! These new laws have random symbols for numbers, and thus are listed as the highest priority laws. New AI laws can range from bizarre and humorous to outright dangerous. A few examples include "CARGO REQUIRES THE STATION'S UNDERWEAR," "THE STATION IS HAPPIER WITHOUT VIPERS," and "JOHN SMITH IS A XENO." This sometimes results in someone having to reset the AI.
Ion storms can also cause the order of laws to be rearranged. Have fun with an AI that doesn't have "you may not harm a human" as priority #1!
Mass Hallucination
Minimum round time: 20 minutes
Chance of occurrence: Low
Everyone begins hallucinating for a short time! Doesn't even have a CentCom notice. So if it happens to occur, expect a portion of the crew to begin hunting for changelings.
Meteor Wave
Minimum round time: 20 minutes
Minimum players: 15/25/25 (Normal/Threatening/Catastrophic)
Chance of occurrence: Low
"Meteors have been detected on collision course with the station."
Meteors begin to spawn on the outer edges of the map, hurling across space! These are capable of dealing heavy damage, if not instantly annihilating anything they collide with. Capable of even releasing the singularity with a few bad hits!
Meateor Wave
Minimum round time: 20 minutes
Chance of occurrence: Very Low
"Meaty ores have been detected on collision course with the station."
Like meteors, but with meat and gibs instead of minerals.
Mice Migration
Minimum round time: None
Chance of occurrence: Low
"Migration Alert."
Spawns a bunch of cable-chewing mice all over the station's maintenance tunnels. It's a good idea to send in Engineers/cats/snakes/lizardpeople.
Nightmare
Minimum round time: 1 hour
Minimum players: 15
Chance of occurrence: Rare
Spawns a sentient Nightmare.
Ninja
Minimum round time: 1 hour
Minimum players: 15
Chance of occurrence: Average
A Space Ninja spawns. 'nuff said here.
Portal Storm
Minimum round time: 30 minutes
Minimum players: 15
Chance of occurrence: Very Low
"Massive bluespace anomaly detected en route to <station name>. Brace for impact."
A bunch of green portals start appearing on the station, spawning syndicate shocktroops.
Prison Break
Minimum round time: 20 minutes
Minimum players: 5
Chance of occurrence: Average
"Gr3y.T1d3 virus detected in <station name> imprisonment subroutines. Recommend station AI involvement."
All the lights in the brig blow, and all the cells and brig doors are bolted open, making a clear escape path for all inmates! The AI and cyborgs can get the doors shut quickly, but hacking will do in a pinch.
Processor Overload
Minimum round time: None
Minimum players: 20
Chance of occurrence: Below average
"Exospheric bubble inbound. Processor overload is likely. Please contact you*%xp25)`6cq-BZZT"
Blows up telecommunication processors and causes Engineers to despair as none of them know how to fix tcomms.
Radiation Storm
Minimum round time: 20 minutes
Chance of occurrence: Average
"High levels of radiation detected near the station. Maintenance is best shielded from radiation."
Everyone caught outside of protected zones is subject to a hefty dose of radiation. If you're particularly unlucky, you might get a bad mutation, or an extra strong radiation pulse. If you're lucky, you might get a genetic power!
Random Heart Attack
Minimum round time: 20 minutes
Minimum players: 40
Chance of occurrence: Average
Unlucky spessmen get heart disease, which if it reaches stage 5, causes a heart attack. The only permanent cure for heart disease is surgery, albeit corazone can help stop the progression of heart disease. Using gym equipment will grant a hidden exercise buff that prevents heart disease for 20 minutes.
Random Human-level Intelligence
Minimum round time: None
Chance of occurrence: Rare
"Based on [data], we believe that one of the station's [pets] has developed [random] level intelligence, and the ability to communicate."
Grants a ghost control over one of the station's simple animals/robots.
Shuttle Loan
Minimum round time: None!
Chance of occurrence: Average
CentCom takes control of the Supply Shuttle and recalls it for some purpose they state in the announcement.
Cargo Bay can decide whether they want to loan the Supply Shuttle to CentCom for 5 minutes through the Supply Shuttle Console. The station receives a nice sum of bonus cargo points, in exchange for the following...
- "The syndicate are trying to infiltrate your station. If you let them hijack your shuttle, you'll save us a headache."
- A number of syndicate mobs come aboard the supply shuttle when it next comes. Have security arm up to take them out and safely confiscate any weapons they bring with them.
- "A group of angry russians want to have a party, can you send them your cargo shuttle then make them disappear?"
- A number of armed and angry Russians, plus a bear or two come with the next supply shuttle. Kill them for some sweet duds!
- "The Spider Clan has sent us a mysterious gift, can we ship it to you to see what's inside?"
- The next supply shuttle comes loaded with giant spiders, nasty!
- "Your station has been chosen for an epidemiological research project. Send us your cargo shuttle to receive your research samples."
- The next shuttle comes with human corpses ridden with various viruses, to be used for the benefit of science or traitoring. May also include virus culture bottles.
- "Seems we've ordered doubles of our department resupply packages this month. Can we send them to you?"
- The next shuttle comes loaded with a variety of free goodies. Sweet! (Does not include extra points. Dang.)
- "It looks like a neighbouring station accidentally delivered their pizza to you instead."
- You get a bunch of free pizzas! May or may not include a pizza bomb.
Space Dust
Minimum round time: 0 minutes
Chance of occurrence: Very High
Spawns some high-speed space dust that can break grilles or windows on the edge of the station.
Space Dust (Major)
Minimum round time: 0 minutes
Chance of occurrence: Low
"A neighbouring station is throwing rocks at you. Perhaps they've grown tired of your messages."
Spawns small meteors that can cause trouble.
Space Vines
Minimum round time: 20 minutes
Minimum players: 10
Chance of occurrence: Below Average
A plant which spreads extremely rapidly around the station. Space vines will grow thicker with time, first getting thick enough to block vision, then capable of entangling people. You can resist entanglement, but it is safer to avoid the vines. Airlocks, fire doors and windows will stop their growth until someone opens them. If in an open area, the vines will continue to expand until they engulf every space not blocked off!
To fight the vines:
- Drag a goat, either Pete or one ordered from cargo into the vines. It'll eat any vine it passes into, and even quickly consume them on its own so long as there's any nearby.
- A scythe from a weed control crate is effective.
- Plant-b-gone spray from botany and weedkiller grenades from cargo are also good options.
- Fire will also kill vines dead. Not recommended, as it will also kill anyone unfortunate to be caught around it.
Spider Infestation
Minimum round time: 20 minutes
Minimum players: 5
Chance of occurrence: Very Low
"Unidentified lifesigns detected coming aboard <station name>. Secure any exterior access, including ducting and ventilation."
A number of spiderlings, along with a good chance of their mother spawn aboard the station. The babies will eventually grow into adult giant spiders, so smash them while they're vulnerable!
Spontaneous Appendicitis
Minimum round time: 10 minutes
Minimum players: 5
Chance of occurrence: Average
Even spacemen have to deal with appendicitis sometimes!
Clogged Vents
Minimum round time: 20 minutes
Chance of occurrence: High
"The scrubbers network is experiencing a backpressure surge. Some ejection of contents may occur."
Air scrubbers around the station may suddenly erupt smoke clouds of random chemicals and reagents. Ranging from water, to flour, medicine, coffee, or even acid.
Wormholes
Minimum round time: 20 minutes
Minimum players: 2
Chance of occurrence: Very Low
"Space-time anomalies detected on the station. There is no additional data."
Wormholes start appearing randomly around the station for several minutes. Going into one of these wormholes will teleport you to a random location. Sometimes you might be lucky enough to wind up somewhere good. Sometimes you might find yourself out in the middle of space.
If you have no intention of taking the gamble, you should move around the station in Walk mode. Wormholes that spawn directly on you will not warp you, so remaining perfectly still will ensure your safety. But take care not to let some chucklefuck push you into one!
Pirates
Minimum round time: 30 minutes
Minimum players: 10
Chance of occurrence: Low
Yar har! We're here for your credits!
Station receives a communication extorting current cargo points (80% of ya'rr points to be exact!), if they answer yes the points are just gone and nothing of interest happens.
If station refuses to pay or is silent for 3 minutes, pirate shuttle arrives somewhere in space. This ship will prevent the cargo shuttle and emergency shuttle from leaving and will steadily siphon points from cargo unless attacked.
Wiznerd Events
These events replace the regular events when the wizard casts Summon Events.
Special Events | Prompt | Effects | Chance |
Advanced Darkness |
Warning: Your eyes hurt... a vignette settles in your vision and closes in. Start: |
Restricts the vision of affected mobs to a single tile in the cardinal directions. Flashlights, normal lights, they all do jack when you're trapped in Rock Bottom. | Low |
Blobies | None | Some corpses turn into non-sentient Blob Zombies which are non-infectious. | Average |
Change Faces | None | All sentient beings (including the wizard) swap their faces randomly | High |
Change Minds | None | All sentient beings (except for the wizard) swap their minds randomly. An assistant can have his mind swapped with the captain, antags are carried along with the mind, but if you're a changeling, you're sort of boned. | Very Low |
Change Places | None | All sentient beings swap places randomly (if they are in the station) | Low |
Cursed Items | None | Cursed Katanas, Fake Wizard Robes, LSD Laced Cigarettes, Boxing Gloves, Luchador Masks, Chameleon Masks, and Cat Ears are distributed among the crew | Average |
Ghost | You suddenly feel extremely obvious... | Ghosts are now visible to the crew. | Average |
Greentext | The mythical greentext appear at your feet! Pick it up if you dare... | Anyone who picks up the greentext gains an objective to escape alive while carrying the greentext. Problem is, the greentext is absolutely gargantuan and weighs a literal ton. | High |
Imposter | None | A fake, identical body double to the real wizard spawns. Can cast fake spells to confuse and scare the crew. | Very Low |
Improved Casting | None | The cooldown of a single spell for the Wizard is decreased as if that spell had been taken again. | Average |
Invincible | None | A random human (filthy liggers get out) is injected with 40 units of adminordrazine, making them invincible for 100 ticks | Average |
Lava | Warning: You feel the ground beneath you getting hot. Waves of heat distort the air. Start: |
The ground turns into surprisingly cool lava, lightly damaging anything on the floor. Flood the station with plasma for optimal effect. | Low |
Magicarp | Unknown magical entities have been detected near [station_name()], please stand-by. | Magicarps and Chaos Magicarps are spawned around the station | Very Low |
Petsplosion | None | The bane of every HOP, animals around the station start to randomly gib | Low |
Possession | You suddenly feel a welling of new spooky powers... | Ghosts become visible to the crew, and can possess objects and spook people | Low |
Race | You feel somehow... different? | Everyone turns into a random different species. Very unfortunate if you happen to turn into a Plasmaman. | Low |
RPG Loot | None | All items get a snazzy little pronoun which either buffs or nerfs the item. Items can be buffed by using an item fortification scroll. | Average |
Robeless Casting | None | The wizard can now cast all of his spells without any of his robes. | Low |
Summon Guns | None | Everyone get guns, some get a survival objective | Very Low |
Summon Magic | None | Everyone gets a wand, some get an objective to steal magical items | Very Low |