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1 change: 1 addition & 0 deletions src/SUMMARY.md
Original file line number Diff line number Diff line change
Expand Up @@ -200,6 +200,7 @@ Space Station 14
- [Xenoborgs](en/space-station-14/round-flow/antagonists/Xenoborgs.md)
- [Pursuer](en/space-station-14/round-flow/antagonists/pursuer.md)
- [The Wizard](en/space-station-14/round-flow/antagonists/Wizard.md)
- [Hitman](en/space-station-14/round-flow/antagonists/hitman.md)

- [Proposals]()
- [Cleanup Crew Gamemode](en/space-station-14/round-flow/proposals/cleanup-crew-gamemode.md)
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43 changes: 43 additions & 0 deletions src/en/space-station-14/round-flow/antagonists/hitman.md
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# Minor Antagonist: Hitman
(this would spawn as a subgamemode and once i make it ghost role)
## Main idea
a antag that spends a lot of time planning or seting up a kill

## objective list
1. kill objective
2. escape to cc unrestrained(perhaps alive with a second objective to not be arrested?)
3. two modifer objectives(these are untracked mechically)

modifier objectiver list
- Make their death look like a accident
- Kill them in a public space
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Suggested change
- Kill them in a public space
- Kill them in a public space (this can be done via implementing a kill witness system, making it required to kill someone with others looking)

- Kill them dramatically
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Suggested change
- Kill them dramatically
- Kill them dramatically (kill them in an explosion)

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the issue with this is that it both requires an explosive, does not explain that it needs this, and is so limiting as to get boring. the last reason is why several of these are not mechically tracked, as tracking them would turn an interesting challenge into a boring extra step. I really think even lrp folks would go along with it. maybe just remove like gain their trust and the dramatic one.

- Draw-out the kill
- Inform them about the assassination long before it happens
- Kill them cleanly
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stormyatt marked this conversation as resolved.
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- Kill them in a funny way
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Suggested change
- Kill them in a funny way
- Kill them in a funny way (the victim must have a pie on their face when they die)

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refer to above

- Kill them indirectly
- Kill them nicely
- Kill someone close to them and make sure they know
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stormyatt marked this conversation as resolved.
- Gain their trust
##hitman equipment
a case which can give 2 kits form the given list

equipment sets for Hitman case:
| Name | Content |
|----------|:-------------|
| Sharpshooter kit | hristov bundle |
| Loud kit | armor vest, python, 2 speed loader for python, no slips |
| Assassin kit | cobra with 2 mags, throwing knife kit, radio jammer |
| Poisoner kit | syringe, bottle of nocturine, pax, toxin, mute toxin, and a synthesis kit |
| Infiltration kit | emag, syndicate jaws of life, stealth box |
| Disguise kit | agent id, chameleon clothing, bonic voice mask implanter, fake Mindshield implant |
| Escapist kit | dna scrambler, freedom implant, scram scrambler |
| Tracker kit | all comms encryption key, universal pinpointer(menupinpointer if accepted), camera bug |

##Abilities(not made currently)
1. an ability to make a hitman calling card
2. an ability to open a ui to look at contracts. contracts being sets of kill and modifer objectives. where one could cash in completed ones for spaceos(like 10,000~20,000) and gain new ones.

## Expected gameplay
due to only having one required kill and reports from other severs, i think this antag will take around 50% of their round planning and killing the first target.then either cash it in and stop or make a second and repeat the plan to killing the second.
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