Game Modes are different rulesets and premises for telling you'se all how to act.

Space Station 13 is more of a setting and a platform than a game in and of itself. Coolstation provides the world, but the players are responsible for giving it motion.

This is a list of the various game modes available on Coolstation's SS13.

Some of them aren't really worth playing so we just don't. EZ.

Traitor Edit

The classic, an old standby, "the trairor".

In this game, one or more of the crew members is secretly a Syndicate fosslord traitor. Those players are given a list of (fully optional) objectives to complete, a code to access some equipment, and carte-blanche to do absolutely anything to absolutely anyone in furtherance of their goals. The crew should probably get up and do something about that though.

Nuclear Emergency Edit

AH FUCK IT'S THE FOSSLORDS RUN

In this mode, an elite hand-picked team of Syndies with fucked up Open-Source LaserGNUs are coming to relicense your intellectual property (blow you up to smithereen's with a nuklear war bomb).

The team is given nearly unlimited prep-time & a plethora of weaponry, making their inevitable failure that much more embarrassing. Will they go loud at 5 minutes? stealth their way into the crusher and lose the bomb? die in space before even boarding? I can't wait to find out- but if the worst case samaritan comes a long and arms that bomb, you've only got TEN FUCKING MINUTES to "defuse" it (hit it with some heavy objects).

Some others Edit

I dont care about the other one's their for losers