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Agent

From CM-SS13 - Wiki
SPECIAL
Agent.png
Agent
Difficulty: Hard
Supervisors: Dependent on role
Rank: Dependent on role
Duties: Complete objectives for your assigned faction.
Guides: None
Unlock Requirements: Opt-in, specific roles.
Detailed Description:
|__________|
We know your secret, we know what you're keeping hidden and want nobody to find out about. Follow our demands or we'll tell everyone. Ignoring our orders will have serious consequences, so we suggest you keep this hidden and just do it.
|__________|


"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:
Objective1.png
Show Objectives
Display all of your current objectives and your special frequency code at any time.
Objective2.png
Receive Incoming Transmission
Accept a new objective from your agency.
Agenthud.png

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.

Possible Objectives

Objective: Description:
Metal.png
Prepare a Hideout
Have the given amount of structures constructed to complete this objective.
Example: Prepare a hideout by building 4 walls.
C4.png
Destroy
Destroy structures at the given location.
Example: Weaken the structurals of the USS Almayer by destroying 3 walls at Upper Medbay.
APC Red.png
Disable APC
Make sure the power of the APC is off.
Example: Cause a blackout. Disable an APC in Briefing.
Floppy disk.png
Floppy Disk
Insert the disk into a sensor computer.
Example: Ruin the computer systems, by inserting the suspicious floppy disk in a sensor computer in CIC.
Cash.png
Money
Obtain cash and have it on your person.
Example: Cause confusion and disarray of the USS Almayer economy by amassing 7500 dollars.
Jelly toast.png
Poison
Make an officer (Ensign and above) eat the poisoned food.
Example: Poison an officer with the rotten jellied toast to upset their stomach.
Poster agents.png
Propaganda
Put up propaganda posters, make sure they aren't ripped down.
Example: Spread the message! Place 2 propaganda posters around the USS Almayer hallways.
Goldencup.png
Steal
Steal an objective item and have it on your person.
Example: Drain the USS Almayer supplies by stealing a golden cup.
Tracking device.png
Tracking Beacon
Deploy the tracking beacon in the proper location. Make sure it remains there.
Example: Track USS Almayer's vital area by placing the tracking device in Captain's Mess. Make sure it doesn't get found.

Items of Interest

Item: Description:
Autopsy scanner.png
Autopsy Scanner
Extracts information on wounds.
Location: Autopsy room, upper medbay.
Earmuffs.png
Earmuffs
Protects your hearing from loud noises, and quiet ones as well.
Location: The CE's locker.
Folded medical sheet.png
Folded Medical Sheet
A folded medical sheet, it is neatly packed.
Location: Lower medical storage.
Goldencup.png
Golden Cup
A sign of vanity for the coffee addict. What idiot decided this was a good idea? Belongs to CiC staff.
Location: CIC front desk.
Coin gold.png
Gold Coin
A shiny and collectable gold coin.
Location: CMP's backroom, north of the brig.
Goldenhealth.png
Golden Health Analyzer
A special health analyzer with a golden front place. Property of the Chief Medical Officer.
Location: CMO's office, upper medical.
Obmanual.png
Orbital Bombardment Manual
Manual for the OB cannon.
Location: Orbital Bombardment room, at the lower fore of the ship.
Tally book.png
Tally Book
Property of the Requisitions Officer, this is the holy book of Requisition. It keeps count of all the money spent on supplies.
Location: RO's office, in Requisitions.

Agent Equipment

Weapon: Description:
Stunbaton.png

Configured Stunbaton

A stun baton with more charge, tuned to work only for agents.

Costs: 25 points.

Tranquilizer.png

Tranquilizer Gun

A tranquilizer gun. Comes with 5 darts. Deals no damage, knockout guaranteed.

Costs: 25 points.

Rag.png

Chloroform Cloth

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.

Tool: Description:
Stimulant.png

Experimental Stimulant Pills

Useful stimulants that allow you to resist stamina damage. Lasts for approximately 2 minutes. Take only 1 pill. Use with care.

Costs: 20 points.

Decoy.png

Decoy

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.

Tool: Description:
Multitool.png

Security Access Tuner v2

An upgraded access tuner, able to rapidly hack various machinery. Disguised as a regular multitool.

Costs: 25 points.

Tracker.png

OoI Tracker

A tracker that tracks different objects of interest in a nearby range.

Costs: 20 points.

Kit: Description:
Box.png

Badass Kit

Contains MP private comms encryption key, for snooping into enemy communications and sunglasses that protect you from flashbangs.

Costs: 12 points.

Suspicious toolbox.png

Tools Kit

A toolbox containing general tools and an engineering pamphlet to help you break into places of interest.

Costs: 15 points.

Box.png

Hacking Kit

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.