Revolutionary
Revolution (aka "Rev") is a game mode centred around crew uprising. In it, certain members of the crew (Head Revolutionaries/Loyalist) start out with the goal of recruiting other crew members and beginning a Crew takeover of the Station. The opposite of a Revolutionary is a Loyalist which represents the other side of the spectrum with much the same goal. You're given one free announcement to make as if you're Central Command. Use it wisely. Note that it must be proper and believable, if it isn't, the Administration won't enforce it.
Overview
Revolution/Loyalist Leaders (of which there will be one to three) start with a single announcement. Revolution/Loyalist Leaders can convert people by right-clicking on an adjacent individual and using the appropriate verb, which will provide a popup prompt. They can also access the verb in their special abilities area. When someone chooses to convert, they will have a red/blue R/L over their head to identify them as an ally to your cause. You will have to be persuasive to win people over, good luck. Remember that you won't have free access to weaponry without people on the inside. However, there are ways to make your own. Reminder; you're given one free announcement to make as if you're Central Command. Use it wisely. Note that it must be proper and believable, if it isn't, the Administration won't enforce it.
Tips and Tricks
Heads of Staff
You may receive some announcements from Central Command through the Head Rev/Loy. How you handle this can vary for your character and possibly their Loyalty implant-- However, being needlessly suspicious of the announcement and refusing to follow it for nonsensical reasons is against the rules. You are expected to follow the announcement if it's within reason. Use the F1 hotkey to contact ingame moderation during the round if you're unsure.
Station Staff
As a member of the general staff, Revolutionary rounds should be treated like any other round; if you see a Crewmember attacking another, you should do as your character would, likely to try stop them or call Security. Remember that mutiny and terrorism is punishable in the same way as any other round.
Head Rev/Loy
You have a hard job ahead of you. Convincing the Crew to join your cause is not an easy task, it takes a lot of force, a lot of manipulation, or a lot of persuasion. Each Head Rev/Loy can have their own agenda, but you should work together in your operations as best as you can, there is little hope for success if you don't. You should coordinate your announcement and efforts to sow dissent in your own way, that is what makes a good revolution round. Remember, both Revolutionary and Loyalist are Antagonists, they just act in parallel to the other.
Reminder; you're given one free announcement to make as if you're Central Command. Use it wisely. Note that it must be proper and believable, if it isn't, the Administration won't enforce it.
Converted Crew
For whatever reason, you have turned to the darkside. Or the much more profitable side. You should keep in mind the Agenda you joined for, and your character could rile up their friends and make sure to remind your leaders' of their promises. You will have to work together as a team to see this through. Good luck.
Motivations
Remember that your particular agenda in this can be up to you. There are many ways you can go about spreading your cause and the reason behind it. It's a spot where creativity shines. Try bribery - Go get some funds from the ATM, and set about trying to pay off those with questionable loyalty. Offer them contracts outside of NT if something goes wrong. Others can be persuaded by convincing them that they can get a promotion themselves out of this, as long as they remember who they owe the favor to... Give people reasons to think they can change NanoTrasen by doing this! Explain to them what their work is contributing to-- And convince them that it's nothing good, rake muck! Give personal blackmail, true or false out, on the Heads of staff. Maybe they already have a chip on their shoulder regarding some of command. Were they treated poorly, or perhaps it's something more petty? Consider it also an excellent RP oportunity to get you out of your workplace.
None of this is foolproof, and remember-- People can most assuredly betray you! It's heavily recommended you try to personalize your approaches-- Convincing often fails. Try not to get caught lying to two different people as to your intentions! They might turn on you, to the Revs or the Loys.
Antagonist roles
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Antagonists | Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer |
Jobs on Aurora
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Command | Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager |
Command Support | Corporate Liaison - Consular Officer - Bridge Crewman |
Security | Security Officer - Warden - Investigator - Security Cadet |
Engineering | Engineer - Atmospheric Technician - Engineering Apprentice |
Medical | Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern |
Research | Scientist - Xenobiologist - Xenobotanist - Lab Assistant |
Operations | Hangar Technician - Shaft Miner - Machinist |
Service | Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter |
Non-human | AI - Cyborg - Personal AI |
Special | Merchant - Ghost Roles |