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Dangerous knowledge gamemode
#4
Here's an idea for some modifications.
1: Briefcase is replaced by a lockbox which fits in a backpack
2: Target has explicit antag status
3: Agents are sent by NT and do not have antag status(but have a limited amount of leeway for fucking up and getting the wrong guy). They have a very limited number of points to order in stealth related equipment(22s, derringers, fibre wire, voice changers, agent cards, things of this nature).
4: Target can open the lockbox by entering the name of any agent into it(this is done via a dropdown menu with the names of the entire crew on it to prevent bad spelling). They get 3 guesses for this after which the box self-destructs and they lose. Rather than documents, lockbox contains a single autoinjector of serum which will empower the target in a way that is different each round and unknown to the target. Maybe it turns them into a vampire with 5000 blood, maybe it turns them into a changeling with a shitload of DNA, maybe it turns them into a fully upgraded blob or a wizard or something. Nobody knows, but they do know that it will immediately grant the target a lot of power.
5: As soon as the target opens the lockbox, all agents are immediately alerted to his location and identity and gain the ability to order in more powerful equipment to deal with him.
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Messages In This Thread
Dangerous knowledge gamemode - by TheVeseloff - 05-03-2019, 12:40 AM
RE: Dangerous knowledge gamemode - by Sundance - 05-03-2019, 02:18 AM
RE: Dangerous knowledge gamemode - by MrMagolor - 05-03-2019, 05:06 AM
RE: Dangerous knowledge gamemode - by Dauntasa - 05-03-2019, 10:28 AM
RE: Dangerous knowledge gamemode - by Berrik - 05-03-2019, 02:18 PM
RE: Dangerous knowledge gamemode - by Wisecrack34 - 05-03-2019, 05:16 PM
RE: Dangerous knowledge gamemode - by Frank_Stein - 05-04-2019, 05:19 AM
RE: Dangerous knowledge gamemode - by MrMagolor - 05-07-2019, 05:52 AM

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