These thoughts are haunting me, I have to get them out. This is probably just a one time thing.
It’s a lovely day in the infested Skeld, and you are a horrified spy
Or
Yan Imp(?)!Skeld crew x Spy!reader
PSA: the spy is a modded among us role. It’s basically crewmate, except the impostors think you’re one of them
This is inspired by Among Us On Guard among other things
Main premise:
Your coworkers are not your coworkers anymore. Repair the escape shuttle and leave them behind. Be careful, they are not going to make it easy.
The infecteds roam the ship and all exhibit different behaviors. Whether you interact with them or not is up to you, just know that there are consequences to every choice you make.
There are four meters you have to worry about: progression, reputation, health, and sanity.
Progression: shows how much you’ve repaired the escape shuttle. Note: as it fills up, certain individuals get antsier. Don’t do anything funny near vents and cameras
Reputation: the main stat. Whenever you interact with an infected, they form an opinion on you. Each opinion contributes to this stat (there’s probably gonna be a button in the UI that shows you who thinks what of you). Ideally, your reputation should stay neutral. Don’t let them be too suspicious or enamored with you. If you do, The Captain or The Rep will have no choice but to confront you about it.
Health: workplace injuries are inevitable, especially on MIRA funded workplaces. Unfortunately, showing weakness to aliens who probably eat crewmate flesh is a bad idea. The Chefs seem very sensitive to the smell of blood, so it’s better to avoid the cafeteria if you’re hurt. You could ask The Doctor for help, good luck finding them though — you’d almost never see them wearing their own skin.
Sanity: honestly not that big of a deal, but you still have to keep an eye on it. Certain interactions can affect this stat. If you feel like you can manage it well, you can talk with the ghosts of your real coworkers by letting it drop low enough. Just don’t let The Gemologist see you like this, your sanity severely impacts their opinion on you.
Despite mostly being a story driven “game”, random events can occur and you must learn how to navigate through them. Sometimes they can help your progression (e.g. getting stationary infecteds to leave their post) or they can hinder it (e.g. The Chefs hunting you down for refusing to eat). For a lot of these events, The Captain is the main diving force. This might be the only way you can interact with them.
If you die to an infected, due to an interaction gone wrong, the game over screen will feature their ghost counterpart giving you tips on how to better deal with them in the future. Sometimes, another ghost will chime in (e.g. “Purps has a hard time taking breaks. Maybe you should help them out, recruit some buddies too, while you’re at it”). Note: if you see an infected exhibiting abnormal behavior, you should probably mind your business unless you have a medical concern. The Blue Ghost will thank you for it.
There are special game over screens for when you meet certain criteria.
Your health drops to 0: The Contest Winner dissolves your body much to the dismay of The Chefs. The former doesn’t want to have their feet stained in blood while the latter express their frustration over wasted crewmate flesh.
Your sanity drops to 0: The Gemologist expresses worry for your mental health and decides to give you ore+ to make you feel better. You proceed to get infected. (The Gemologist has to be suspicious of you and capture you)
If an Infected thinks too highly or too lowly of you, they will start to get frantic (exhibiting behaviors that make it much harder for you to leave the Skeld). Note: keep an eye out for certain warning signs (e.g. If The Doctor disguises themself as you, you can use them as a decoy. They only do this if they are dangerously close to being enamored with you)
Let too many of them feel the same way and you’ll enter Get Out Mode: your sanity is 0, your movement speed is much faster and all Infecteds are frantic. Your only saving grace are the ghosts and the salt you stole.
Get Out Mode (suspicious): “Your cover is blown. Run”. If you get captured, you’ll be met with The Rep telling you about your coworkers expressing worry over your behavior. They throw an alien parasite at you to “better your performance”. You proceed to get infected.
Get Out Mode (enamored): “They won’t let you go so easily…”. The infecteds won’t capture you unless you’re caught doing a task in front of them or ignore too many of their advances. Instead, you are forced to interact with them. The exception is The Captain, who is nowhere to be found until you try to interact with the escape shuttle. A hand will stop you from reaching for the shuttle door before you hear a “Leaving so soon?”. They are impressed with your ability to deceive them and decide that such a skill is too useful to pass up. They welcome you to the team by throwing an alien parasite at you. You proceed to get infected. (Note: if you have salt, you have the option to interrupt their monologue by throwing it at them and entering the shuttle while they’re distracted)
Optional objective: you could try to figure out what happened
There are loose assets scattered across the Skeld. Pick them up if you wish, preferably not in front of anyone. This WILL impact your reputation if you get caught.
Piece by piece you will realize that the alien parasite cannot think for itself. Instead, it amplifies certain aspects of its host’s personality that would drive them to kill (e.g. The Engineer’s paranoia about aliens makes them behave like the impostor from CG5’s “Show Yourself”). In other words, your coworkers have always been like this, they’re just very good at hiding it.
This begs the question, what will the ghosts do, now that they know that you know?











