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{{Archive}} | |||
{{JobPageHeader | {{JobPageHeader | ||
|headerbgcolor = black | |headerbgcolor = black | ||
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|rank = Dependent on role | |rank = Dependent on role | ||
|superior = Dependent on role | |superior = Dependent on role | ||
|unlock = | |unlock = '''This role has been temporarily disabled.''' | ||
|duties = Complete objectives for your assigned faction. | |duties = Complete objectives for your assigned faction. | ||
|guides = None | |guides = None | ||
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= Introduction to Agency = | = Introduction to Agency = | ||
Agents are ship-side crew (or stowaways) designed to function as minor antagonists and as a foil to the Military Police on the USS Almayer. These agents are assigned various objectives that they are expected to complete by the end of the operation without being detected. Those selected will have access to exclusive equipment to complete these objectives. If an agent is detected by security they will be terminated. | Agents are ship-side crew (or stowaways) designed to function as minor antagonists and as a foil to the Military Police on the USS Almayer. These agents are assigned various objectives that they are expected to complete by the end of the operation without being detected. Those selected will have access to exclusive equipment to complete these objectives. If an agent is detected by security they will be terminated. | ||
Beginning 20 minutes into the round and reoccurring every 10 minutes afterwards, a beacon will be sent out. If less agents than MPs are active than a new agent will be selected or a stow-away will be invited from deadchat to spawn. If the ratio to MPs and agents is balanced, a random agent is given a new objective. To become a candidate for agency, you must have it enabled in your preferences and be one of the following roles: Corporate Liaison, Cargo Technician, Researcher, Maintenance Technician, Mess Sergeant, and Nurse. An automated ARES message over MP comms will always alert when this beacon is sent, so they will be aware of your presence. | Beginning 20 minutes into the round and reoccurring every 10 minutes afterwards, a beacon will be sent out. If less agents than MPs are active than a new agent will be selected or a stow-away will be invited from deadchat to spawn. If the ratio to MPs and agents is balanced, a random agent is given a new objective. To become a candidate for agency, you must have it enabled in your preferences and be one of the following roles: Corporate Liaison, Cargo Technician, Researcher, Maintenance Technician, Mess Sergeant, and Nurse. An automated ARES message over MP comms will always alert when this beacon is sent, so they will be aware of your presence. | ||
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|- | |- | ||
![[File:Folded_medical_sheet.png]]<br>Folded Medical Sheet | ![[File:Folded_medical_sheet.png]]<br>Folded Medical Sheet | ||
|A folded medical sheet, it is neatly packed.<br>'''Location:''' Lower medical storage. | |A folded medical sheet, it is neatly packed.<br>'''Location:''' Lower medical storage, research. | ||
|- | |- | ||
![[File:Goldencup.png]]<br>Golden Cup | ![[File:Goldencup.png]]<br>Golden Cup | ||
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|style="border: 2px solid black; padding: 5px;"|[[File:Stunbaton.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Stunbaton.png]] | ||
'''Configured Stunbaton''' | '''Configured Stunbaton''' | ||
|style="border: 2px solid black; padding: 5px;"|A stun baton with more charge, tuned to work only for agents. 25 points. | |style="border: 2px solid black; padding: 5px;"|A stun baton with more charge, tuned to work only for agents. | ||
'''Costs''': 25 points. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Tranquilizer.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Tranquilizer.png]] | ||
'''Tranquilizer Gun''' | '''Tranquilizer Gun''' | ||
|style="border: 2px solid black; padding: 5px;"|A tranquilizer gun. Comes with 5 darts. Deals no damage, knockout guaranteed. 25 points. | |style="border: 2px solid black; padding: 5px;"|A tranquilizer gun. Comes with 5 darts. Deals no damage, knockout guaranteed. | ||
'''Costs''': 25 points. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Rag.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Rag.png]] | ||
'''Chloroform Cloth''' | '''Chloroform Cloth''' | ||
|style="border: 2px solid black; padding: 5px;"|A cloth dosed with chloroform. Has 8 effective uses and can only be used whilst behind a target. You must be in disarm intent to use. 18 points. | |style="border: 2px solid black; padding: 5px;"|A cloth dosed with chloroform. Has 8 effective uses and can only be used whilst behind a target. You must be in disarm intent to use. | ||
'''Costs''': 18 points. | |||
|- | |- | ||
</tab> | </tab> | ||
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|style="border: 2px solid black; padding: 5px;"|[[File:Stimulant.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Stimulant.png]] | ||
'''Experimental Stimulant Pills''' | '''Experimental Stimulant Pills''' | ||
|style="border: 2px solid black; padding: 5px;"|Useful stimulants that allow you to resist stamina damage. Lasts for approximately 2 minutes. Take only 1 pill. Use with care. 20 points. | |style="border: 2px solid black; padding: 5px;"|Useful stimulants that allow you to resist stamina damage. Lasts for approximately 2 minutes. Take only 1 pill. Use with care. | ||
'''Costs''': 20 points. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Decoy.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Decoy.png]] | ||
'''Decoy''' | '''Decoy''' | ||
|style="border: 2px solid black; padding: 5px;"|A decoy grenade. Emits a loud explosion that can be heard from very far away, keep away from ears. Can be used 3 times. 14 points. | |style="border: 2px solid black; padding: 5px;"|A decoy grenade. Emits a loud explosion that can be heard from very far away, keep away from ears. Can be used 3 times. | ||
'''Costs''': 14 points. | |||
|- | |- | ||
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|style="border: 2px solid black; padding: 5px;"|[[File:Multitool.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Multitool.png]] | ||
'''Security Access Tuner v2''' | '''Security Access Tuner v2''' | ||
|style="border: 2px solid black; padding: 5px;"|An upgraded access tuner, able to rapidly hack various machinery. Disguised as a regular multitool. 25 points. | |style="border: 2px solid black; padding: 5px;"|An upgraded access tuner, able to rapidly hack various machinery. Disguised as a regular multitool. | ||
'''Costs''': 25 points. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Tracker.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Tracker.png]] | ||
'''OoI Tracker''' | '''OoI Tracker''' | ||
|style="border: 2px solid black; padding: 5px;"|A tracker that tracks different objects of interest in a nearby range. 20 points. | |style="border: 2px solid black; padding: 5px;"|A tracker that tracks different objects of interest in a nearby range. | ||
'''Costs''': 20 points. | |||
|- | |- | ||
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|style="border: 2px solid black; padding: 5px;"|[[File:Box.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Box.png]] | ||
'''Badass Kit''' | '''Badass Kit''' | ||
|style="border: 2px solid black; padding: 5px;"|Contains MP private comms encryption key, for snooping into enemy communications and sunglasses that protect you from flashbangs. 12 points. | |style="border: 2px solid black; padding: 5px;"|Contains MP private comms encryption key, for snooping into enemy communications and sunglasses that protect you from flashbangs. | ||
'''Costs''': 12 points. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Suspicious_toolbox.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Suspicious_toolbox.png]] | ||
'''Tools Kit''' | '''Tools Kit''' | ||
|style="border: 2px solid black; padding: 5px;"|A toolbox containing general tools and an engineering pamphlet to help you break into places of interest. 15 points. | |style="border: 2px solid black; padding: 5px;"|A toolbox containing general tools and an engineering pamphlet to help you break into places of interest. | ||
'''Costs''': 15 points. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Box.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Box.png]] | ||
'''Hacking Kit''' | '''Hacking Kit''' | ||
|style="border: 2px solid black; padding: 5px;"|A box containing a screwdriver, a multi-tool and an engineering pamphlet, as well as 5 signallers to help you hack doors. 15 points. | |style="border: 2px solid black; padding: 5px;"|A box containing a screwdriver, a multi-tool and an engineering pamphlet, as well as 5 signallers to help you hack doors. | ||
'''Costs''': 15 points. | |||
|} | |} | ||
</tab> | </tab> |
Latest revision as of 23:20, 27 August 2021
"I say we grease this rat-fuck son-of-a-bitch right now!" ―Pvt. Hudson, Aliens
Introduction to Agency
Agents are ship-side crew (or stowaways) designed to function as minor antagonists and as a foil to the Military Police on the USS Almayer. These agents are assigned various objectives that they are expected to complete by the end of the operation without being detected. Those selected will have access to exclusive equipment to complete these objectives. If an agent is detected by security they will be terminated.
Beginning 20 minutes into the round and reoccurring every 10 minutes afterwards, a beacon will be sent out. If less agents than MPs are active than a new agent will be selected or a stow-away will be invited from deadchat to spawn. If the ratio to MPs and agents is balanced, a random agent is given a new objective. To become a candidate for agency, you must have it enabled in your preferences and be one of the following roles: Corporate Liaison, Cargo Technician, Researcher, Maintenance Technician, Mess Sergeant, and Nurse. An automated ARES message over MP comms will always alert when this beacon is sent, so they will be aware of your presence.
Agent Rules
As an agent, you will have to properly follow Rule 18, which dictates how you may play this role. Failure to abide by these regulations will lead to a potential agent job-ban. Be smart, and if you're not sure if something is okay, always ask the staff.
- Agents have to follow proper escalation and are encouraged to use non-lethal abilities to avoid capture. The goal of an agent is not to murder anyone, however they can defend themselves if need be.
- Agents may not kidnap people. They may incapacitate them, restrain them, and run away. Agents should not be removing a player from the round unless proper escalation was met while defending themselves.
- Agents should follow their objectives, however they should avoid destroying equipment required for round progress (OB Equipment, CIC/Overwatch Consoles/Reactors, etc...) They should also not upset the flow of the round or cause a severe imbalance.
- Agent violations are handled by Marine law, and agent actions may not be considered outright sedition. Refer to Marine Law if an agent is caught conducting illegal activity. (Example: It is not sedition to place a tracking device down, or break a window in a specific place. It may be sedition to blow up a wall in CIC which injures anyone within the explosion radius)
Art of the Agent
Congratulations if you're one of the lucky ones who meet the criteria, you will receive a pop-up determining if you would like to become an agent or not. If you accept, you will be given a prompt in chat that informs you of your special frequency code and your objectives. Afterwards you will be carrying out the wishes of the UPP, WY, RESS, or CLF.
Once you are aware of your objectives, it's time to get to work. As an agent, your superiors offer you an uplink based inside your headset which you can access by holding it, clicking it, and then calling the special frequency with your code. If you ever forget your objectives or your code, you can always check with the Show Objectives ability in the top left. If you wish to receive new tasks after your current ones are completed, the Receive Incoming Transmission ability (if displayed) will grant you another objective to fulfill.
Abilities: | Description: |
---|---|
Show Objectives |
Display all of your current objectives and your special frequency code at any time. |
Receive Incoming Transmission |
Accept a new objective from your agency. |
Getting that Greentext
Your uplink in your headset grants you a flat 40 points to start. You are free to spend these points at your leisure. Be advised that these points are scarce and you will not be able to get more. However, you are able to share points with other agents by printing them from your headset. You are also able to identify agents of your own faction by the symbol beside your character, but not agents of opposing factions.
Your main goal is to complete your objectives without getting caught. If the MPs detain you and they find reasonable evidence that you're committing the crime of Subterfuge (being an agent), you will be jailed, terminated, and discharged to the colony. If your ID is terminated you fail all objectives, period.
The end of the round report will display all agents, their objectives, and whether or not they completed them. For a proper greentext, you cannot fail any of your tasks.