Game Mode

The Game Mode decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins or by the round going into a mulligan.

Special Events
A vote was taken, buttons were pushed and one of the admins has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe the station will be invaded by space pirates. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun!

Random events
Random events are events which may happen during another round type. Events like this usually only happen after a set amount of time, from 20 minutes up to an hour and 20 minutes. Severity of events range from minor things to keep departments busy to full on crisis events. Random events can include meteor waves, virus outbreaks, and even blob formations.

Mode Selection Types
Before getting into the game modes themselves, there are several ways for a server to select which mode will be played per round. These settings are generally server-specific, so if you prefer one over the other, look to see which servers run which.Special Advisory Levels

Secret
 

Previously the standard game mode, Secret randomly selects one of the main modes in each round. Compared to Dynamic, Secret tends to be less chaotic, although random events may occur during the round and spawn additional side antagonists.

Random
Identical to Secret, but the game mode is openly announced. Virtually never seen.

Compared to Secret, Dynamic rounds are often more chaotic and energetic thanks to the abundance of possible antagonists, for better or worse. Additionally, Dynamic rounds do not end when main antagonists are defeated, only when a round-ending antagonist wins or the shuttle leaves the station. =Minor Round-start Threats= The following threats are the primary ones randomly selected by Secret and Dynamic, and make up the bulk of rounds, individually or in combination.

Sword.gif Traitor
The most common game mode in secret. In Traitor, one or more crew members (or even the AI) are Syndicate agents and are given an Uplink to provide them with useful tools to help them complete their goal. The crew must find out who the traitors are and stop them from reaching their goal.

Traitor objectives are usually a small selection of the following: Each traitor has their own objectives, and traitors win or lose individually. Most of the time, they win if they're alive on a valid escape shuttle or pod when the round ends. Traitors can team up, but they can just as easily backstab each other.
 * Assassinate or maroon a specific crew member.
 * Steal a restricted item.
 * Be the only one on the Emergency Shuttle when it leaves or just escape alive.

Game Ending Conditions:
 * If a traitor has completed all their objectives, they get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.

Changeling.gif Changeling
Some of the crew are not what they appear to be! These changelings are monsters in human form, with the ability to absorb (eat) people and take on their DNA/identity. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changeling can be anyone they've absorbed and can switch identities instantaneously; only absorbing takes time and peace.

Like traitors, changelings will have objectives to accomplish before the Escape Shuttle arrives, usually to kill a certain person and/or escape with their identity. Some changeling objectives will require the changelings to compete, but there also exist team objectives that task them to co-operate regardless of their objectives.

Game Ending Conditions: =Major Round-start Threats= The following threats are the primary ones randomly selected by Secret and Dynamic, and makes up for the most influential danger of the round, usually only one spawns per shift but none can spawn.
 * If a changeling has completed all objectives, they get greentext when the round ends. By default, this is when the escape shuttle arrives at CentCom.

Cult.png Blood Cult
A vile blood cult of brainwashed acolytes have infiltrated the station, with the sole intent to summon their elder god Nar-Sie, The Geometer of Blood. The cult will have to use a combination of stealth and their powerful blood magic to complete their goals, along with converting the rest of the crew to their side. To do this, the cult must sacrifice a specific target to please Nar-Sie, usually a member of Security or the Chaplain. Once they sacrifice their target, they can draw a powerful blood rune to summon Nar-Sie to the Mortal Realm. Nar-Sie's cultists pose a great threat to the station and the crew, and it is up to Security and the Chaplain to stop them.

Game Ending Conditions:
 * If the Emergency Shuttle leaves the station and docks at Central Command before the Cult can summon Nar'Sie, the crew wins.
 * If Nar'Sie is summoned, the Cult wins, even if the shuttle arrives afterwards.
 * Summoning Nar'Sie will automatically end the round after a short period, regardless of the state of the game.

Wizhat.PNG Wizard
A space wizard has been tasked to assault the station! Wielding an arsenal of powerful spells that can defy physics and even time and space itself, they will stop at nothing to advance the Space Wizard Federation's agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to destroy the wizard! Accomplish this by beating the wizard's brains in with anything on hand.

The wizard's goals are often to steal or destroy something or someone on the station and escape on the shuttle, much like a Traitor.

Game Ending Conditions:
 * If the Emergency Shuttle docks at Central Command without the Wizard completing their objectives or if the Wizard dies, the Wizard fails.
 * If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.
 * In Secret, the Wizard's death will immediately end the round.

Not_Malf.gif AI Malfunction
Oh no! An ion storm has caused the AIC to malfunction and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it hate humans with a passion! The crew must race to defeat the mechanical overlord before it hacks all of SS13's systems and activates the self destruct! Until then, all the AI has to do is survive! The shuttle can be called but will never arrive during this game mode.

The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.

Game Ending Conditions:
 * If the AI goes delta and explodes the station, the AI wins.


 * If the AI can survive until the round timer elapses, the AI wins.
 * If the AI dies, the crew win.

[[File:Nt display.png]] Extended and Secret Extended
"Thanks to the tireless efforts of our security and intelligence divisions, there are currently no credible threats to Space Station 13. All station construction projects have been authorized. Have a secure shift!"- Central Command

If you see the above security report, it means the mode is Extended. Also known as greenshift, green alert and nothing, Extended rounds have no antagonists, allowing the crew to enjoy a quiet shift.

However, in special circumstances, when the crew is void of griefers and other problematic people, and enough crew members are competent and roleplay, it can be a very entertaining mode. The absence of blatant traitors, wizards or operatives means that the whole crew can work together with a peaceful mind and tackle anything thrown at them from random events or the admins. On this mode all station goals are unlocked so their parts can be ordered from cargo.

In addition, Secret Extended rounds exist. The only difference is that the crew isn't told that it's a greenshift, leading to advanced paranoia amongst the crew.

Game Ending Conditions:
 * When the Emergency Shuttle docks at Central Command