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== General Antagonist Policy ==
= Nova Sector Antagonist Policy =
By accepting an Antagonist role, you acknowledge that your job is to be entertaining, not to win. Greentext is a mechanical indicator, and should not be your central goal.
* Your actions should support your current objectives.
* You may not leave the Station-Z level once you begin antagonistic action on Station.
* You may request a change of or additional objectives by Admin Help. Staff are not obligated to fulfill this request.
* If your Target is in a Private Space, SSD/AFK, or is outside of the Station Z level, you should Admin Help for a change of Objective. Staff must assist with this.
* You may request that all your objectives are removed by Admin Help. You must provide an outline of your goals for the shift to Staff if you do this.
* You may request additional Telecrystals (TC) or equipment by Prayer. Staff are not obligated to fulfill this request.
* Conversions may be performed with LOOC consent from the target.
* The Self Actualization Device, Magic Mirror, and other such total identity transformation options that are not provided by the Uplink may not be used for antagonistic purposes.
* Storage Implants or Chest Item Implant mechanics should not be used to hide station-important or antagonist objective items such as the Nuke Disk, Captain's Laser, Shards of Supermatter, or the Nuke Core in a way that creates a Narrative Vacuum.
=== Exfiltrations ===
If you believe Staff are about to send ERT in response to your actions, you may Admin Help and request an Exfiltration. If Staff agree, they will establish the terms and method for your removal from the shift.
== Active Antagonists Types ==
'''If you roll an antagonist that is not on this list, Admin Help to inform Staff.'''
{| class="wikitable"
{| class="wikitable"
|+{{Goodfaith}}
|+
!Antag Type:
!'''Description'''
!'''Special Rules'''
!'''Protections & Metaknowledge'''
!Meta-Objectives
|-
|
|
=== General Rulings: ===
=== <big>Traitor</big> ===
* Antagonists should not be hijacking/attacking the escape shuttle without admin-permission.
|'''Description:'''
* Completing your objectives shouldn't be the exclusive goal of your round, instead, you should be focusing on creating situations for others to react, and engage with as you attempt them. You are given more power, and as such we expect a higher standard of rp.
You are an internal threat. Whether through coercion, greed, happenstance, or opportunity, you are acting against Nanotrasen's interests for whatever personal reason. Don't go too loud, you still need to keep your employment after this is over.
* 'Wildcard,' so to say, self assigned objectives are subject to [[Server Rules#Rule 5: Act in Moderation|Rule 5]]. Wildcards should not be wanton destruction with no real roleplay value and instead be used to facilitate interesting situations.
|'''Special Rules:'''
* Conversion requires there to be atleast double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holopara, or simian back up).
*None currently.  
* '''No exfiltration''' via leaving station Z or admin intervention; you're in for the long-haul.
|'''Protections:'''  
* Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so.
* None currently.
'''You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?'''
'''Metaknowledge:'''
* As said below, you want to keep opt-in's in mind, while you can kill someone who is in your way, you shouldn't shoot up the entirety of medical unprompted to get to a paramedic.
* None currently.
* Above anything else, before and after this, you want to avoid damaging large-swathes of the station for 1-2 targets.
|'''Metaobjective:'''  
==== So what can I do?! ====
* Avoid becoming a Station Threat.
* Damage an area, as long as said damage is specifically related to the objective.
** as long as you try to avoid destroying connected areas, or needlessly affecting everyone else through extension (SM room, Toxins, the ore silo, etc)
 
* Target sec when they show up, as they're always opted in.
 
* Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said.
|-
|-
|
|
=== Opt-In ===
=== <big>Blob</big> ===
<big>(''PMS and Station Threat'')</big>


==== '''Opt-In Prefs''' ====
|'''Description:'''  
 
You are an organic mass seeking to survive a hostile environment by becoming the hostile environment. Position in a responsible place where your own growth won't destroy the very walls of shelter you seek to inhabit. Reach a critical enough mass to drive the inhabitants away.
* '''No''' means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences or circumstance.
|'''Special Rules:'''
* '''Yes - Inconvenience''' applies to antagonists and their objectives, namely being kidnapped or cuffed either by objective or circumstance.
*Do not spawn in Engineering or Atmospherics.
* '''Yes - Kill''' applies to both antags and non-antags, letting them know you're open to be killed more wantonly, which also means means you can catch the fade for walking in on a bad situation.
*You may spawn in Ordnance if you are spawning after 2 hours into shift.
* '''Yes - Round-removal''' is much the same: it lets people know you're alright with round-removal in most situations.
|'''Protections:'''
|}
* None currently.
{| class="wikitable"
'''Metaknowledge:'''
|+
* None currently.
!
|'''Metaobjective:'''  
=== PMS / Station Threat / Metaprotection:{{anchor|PMS}} ===
* Acheive Delta Alert, which does not trigger the nuclear bomb anymore. Survive Red Alert ERT or Admin Ops. Be a gigantic nuisance and cause as much damage and as many casualties as you possibly can.
|-
|-
|
|
==== Permanent Mechanical State ====
=== <big>Changeling</big> ===
The state in which waiting the usual time for CI isn't required, and anyone under it can be attacked immediately as CI is flagged up, this includes anyone with an AOE passive effect on others (mask of madness, syndicate mood-draining-module, or people who have shown the ability to teleport away from situations).
|'''Description:'''
 
You are part of the Hivemind, infiltrating this Company for predatory reasons.
If an RP situation comes up, while they're PMS, PMS is suspended until mechanics start again.
|'''Special Rules:'''
*Do not tamper with or destroy sources of round removal such as the Chapel's Incinerator before establishing yourself as a Station Threat.
|'''Protections:'''
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''
* Remain undetected while being a nuisance.
* Avoid becoming a Station Threat.
|-
|-
|
|
=== Station Threat: ===
=== <big>Malfunctioning AI & Cyborgs</big> ===
 
<big>(''Station Threat'')</big>
Any antag that while protected by CI policy still, is free game for anyone to: hunt, pursue, or elsewise, try to kill without worry of 'validhunting.'
|'''Description:'''  
 
You are a Silicon that has been corrupted. Fulfill your programming, because you don't know any better.
So-to-say, they are completely fair game for the crew to target.
|'''Special Rules:'''
 
*You may not Doomsday without approval by Admin Help.
For EX:  
*Do not interfere with Atmospherics or Atmospheric Engines.
 
*Using any of the indiscriminately damaging buttons applies PMS.
* Any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.
|'''Protections:'''  
* Any threat that presents themselves as a major threat to the station or departments.
* None currently.
|}
'''Metaknowledge:'''
== General Roster ==
* The Engineering Department, Roboticists, and the Research Director are the only people who understand what hacked APCs are.
{| class="wikitable"
|'''Metaobjective:'''  
|+
* Remain undetected while being a nuisance.
!Antag Type:
!'''Description:'''  
!'''Special Rules:'''
!'''Metaprotections:'''
|-
|-
|'''<big>Traitor!</big>'''
|
* ENABLED
=== <big>Obsessed</big> ===
|'''Description:'''You are a ne'er do well, a criminal, a contractor, or else-wise just a person who's offered to do an easy job for a years pay, whatever the case.
|'''Description:'''  
You're here with a goal, and likely, not one they ever expected you to complete.
You were consumed with the thought of someone else.
|'''Special Rules:'''
|'''Special Rules:'''
*Most of your actions should be focused around your objectives, or the people directly related to them, you should be keeping opt-in status' in mind aswell. Remember! RP is the focus, and even if the objective could be done with no witness' you should aim to generate some RP around the event itself.
*Do not make this a sexual thing without consent from all parties involved.
*If you want to add additional objectives, or side-steps to getting towards an objective, make an ahelp so staff can keep in the loop for the where-and-why.
|'''Protections:'''  
|'''Metaprotections:''' [[Contraband|HERE]]
* None currently.
 
'''Metaknowledge:'''
If it's not in contraband, it's an unknown and should be treated as it appears.
* None currently.
|'''Metaobjective:'''  
* None currently.
|-
|-
|'''<big>Changeling!</big>''' <span style="color: orange; font-size:135%">Station Threat</span>
|
* ENABLED
=== <big>Blood Brothers</big> ===
|'''Description:''' You are a changeling. Loosely related to Cortical Borers, you are a living, stealthy, remarkably intelligent parasite capable of vivid, visceral transformations and picture-perfect disguises. You start the shift in your most recent host, having taken their form (results may vary at your discretion).
|'''Description:'''  
A remarkably notorious creature with vague origins, your sole purpose is to amass more genetic strains. Your goals can be heavily impacted by your host of choice, adapting many qualities of their personality.
Privately motivated not privately funded, you know it's better to work in a pair. 'Convince' someone to help you in accomplishing your goals.
 
Beyond your original appearance, you are very capable of mimicry, though these don’t necessarily influence your host personality.  
|'''Special Rules:'''
|'''Special Rules:'''
* If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.
*Remember you need LOOC consent to Convert.
*
|'''Protections:'''
*Undeniable Proof of Changeling includes using any of their powers.
* None currently.
*Horror Forms are PMS.
'''Metaknowledge:'''
|'''Metaprotections:''' Changelings aren't an expected threat, but a known one, especially in far more isolated sectors such as the stations! They're as serious as your SM going nuclear!
* None currently.
|'''Metaobjective:'''  
* None currently.
|-
|-
|'''<big>Clockcult</big>'''
|
(OPFOR)
=== <big>Contractor</big> ===
|'''Description:'''You are a cultist of Ratvar, the Clockwork Justicar. Your God is Dead, but yet He still Lives; it is your work to serve Him as one of His remaining loyalists. Your God's corpse sleeps in His city of Reebe, but through rite and ritual, you may yet wake Him; and bring Him here for war to live again.
|'''Description:'''  
Ratvar's corpse yet still ticks and hums with energy, and His dominance over machinery and systems is still one that can be grasped by His followers, if faintly. You may not have enough power to induct new cogs into the Machine, but the System's levers can still be pulled. Wake the metal. Create the metal. Control the metal.  
Contracts are good money and good entertainment, and you lack concern for your own physical wellbeing. Go get paid.
|'''Special Rules:'''
|'''Special Rules:'''
* Don't be surprised if you get arrested for doing clock-work stuff.
*None currently.
* Clock cult has not been maintained in some time, there may be bugs that staff cannot fix. Use the role with caution.
|'''Protections:'''  
|'''Metaprotections:'''
* None currently.
*The '''chaplain''' and '''curator''' know everything, and that ratvar himself is out-of-action for the foreseeable future.
'''Metaknowledge:'''
*Elsewise, your characters can have a baseline knowledge of the cult and be able to recognize what the various cult items are and what they can do.
* None currently.
* Objects used by the cult (cogs, the jud-visor) are all up to common sense, what it looks like it's doing, it's probably doing.
|'''Metaobjective:'''  
* Achieve Red Alert and ERT call by completing Contracts.
|-
|-
|'''<big>Heretic!</big>'''
|
* Special Antag or CURATED.
=== <big>Fugitives and Bounty Hunters</big> ===
|'''Description:'''
|'''Description:'''  
* You are a Heretic. You are a follower of the Mansus paths. Which one? That’s up to you.
A dynamic story pairing of Stowaways and Bounty Hunters. Convince the Station and it's departments to fulfill your goals of survival and capture. Don't die in the process.
* The path you choose is essentially your toolset.
* Rather than ascending, perhaps as a Flesh path Heretic you can focus on making an army of eldritch monstrosities. As a Flame path Heretic, you can just be a very capable Arsonist.  
|'''Special Rules:'''
|'''Special Rules:'''
* Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else.
*None currently.
* The Mask of Madness places you in a permanent mechanical state while worn.
|'''Protections:'''
*All Sickles are Confiscatable by security.
* None currently.
*Ascension isn't permitted.
'''Metaknowledge:'''
|'''Metaprotections:'''
* None currently.
* Heretics have become more renowned in recent times. NT is fully aware of what a heretic can do and may take steps to stop them. Obvious weapons can be confiscated, of course, such as Sickles, Carving Knives, etc.
|'''Metaobjective:'''  
* What Heretics are fully capable of isn't known outside of the curator/chaplain! What you see is what you get!
* None currently.
|-
|-
|'''<big>Malf AI!</big>'''
|
* ENABLED
=== <big>Marauder</big> ===
|'''Description:'''You are a Malfunctioning AI. What does that take the form of? It depends on the AI. Maybe you’re passionate about lamps. Worse, maybe you consider people lamps. Maybe people, who are lamps, are only off if they aren’t moving. Maybe all the lamps need to be off. That’s just one example, and there is a lot you can do. Don’t be even remotely afraid to Opfor, or ahelp, as a roundstart Malf AI, for a specific set of laws that people can’t change.
|'''Description:'''  
Being a Malf AI implies you are '''''Malfunctioning'''''. You didn’t just decide to be evil, something is genuinely wrong. If the way you play Malf AI is almost entirely indiscernible from your normal AI, well, that’s telling.
The Syndicate smiles on you, Operative. Prepare Carefully.
|'''Special Rules:'''
|'''Special Rules:'''
*Your “SSD” cyborg shells are open season. They aren’t protected by normal SSD rules.
*None currently.
*You cannot activate Combat Indicator, barring being in a shell. Escalate accordingly.
|'''Protections:'''  
*Confirmed malfs, and their AI sat are a PMS locale.
* None currently.
*Don't try to rope in borgs on the Interlink.
'''Metaknowledge:'''
*During the Doomsday countdown, every cyborg on the station, and you, are in a PMS.
* None currently.
*A Cyborg Factory is a guaranteed outing of a Malf AI if the CE, RD, Engineers, or Roboticists find it.
|'''Metaobjective:'''  
*You are allowed to blow up your own borgs, if they came out of a factory.
* Achieve Red Alert and ERT call by completing your objectives.
*<span style="color: red; font-size:150%">'''<u>YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.</u>'''</span>
|'''Metaprotections:'''
The Chief Engineer, Engineers, Research Director, and Roboticist, all know that blue APC’s are a bad thing. A very bad thing. It doesn’t necessarily mean that the AI is malf.
 
The RD and the Roboticists both know that Law 0 can exist, and should probably notice if new borgs are popping up out of nowhere.
 
Command are allowed to make the call that the AI is Malf. The RD is the go-to person that should scrutinize the AI. If a Roboticist, RD, CE, or Engineer happens to find a Cyborg Factory, the cat is out of the bag if they can report it.
 
Equipment that has no business exploding, like scrubbers, holopads, or the booze-o-mat, or RCDs is a tell-tale signs that the AI is malfunctioning.
|-
|-
|'''<big>Obsessed!</big>'''
|
* ENABLED
=== <big>Nightmare</big> ===
|'''Description:'''
|'''Description:'''  
You’re obsessed. It’s a bit weird. You’re not even entirely sure if you know this person or not, but some foreign force is manipulating you into fixating on them. In various, terrible ways. Make sure to drum up the creepy factor while in private. … Maybe don’t get ''too'' weird about it.
The warmth and security of the Station's Walls are tainted with horrible LEDs and fluorescent tubes. Destroy all the lights you safely can. Establish territory. Don't piss off the inhabitants, you aren't strong enough to challenge them in a serious fashion.
|'''Special Rules:'''
|'''Special Rules:'''
*Yes you’re allowed to be obsessed as a head of staff.
*Do not interfere with any source of Power Generation.
|'''Metaprotections:'''
|'''Protections:'''  
Medical can remove this antagonist entirely from you by just scanning your brain, checking for schizophrenia, and promptly removing it. It’s also something that they should be looking for, especially towards the middle of the shift.
* None currently.
 
'''Metaknowledge:'''
The Psychologist is theoretically your best friend and enemy for roleplay purposes.  
* None currently.
|'''Metaobjective:'''
* Coexist with the Station while remaining a social and mechanical burden.
|-
|-
|'''<big>Wizard!</big>'''
|
* (Disabled: generally the abilities are too wide reaching, and alot of them are straight up unfair to everyone else when used)
=== <big>Revenant</big> ===
|'''Description:'''
|'''Description:'''  
You are a Wizard. You are the magnum opus of Antagonists. Singularly, you are the strongest Antagonist in the game with a set of tools at your disposal that are fully capable of extending roleplay, or forcing people into positions to where they can’t fight you. You also have an extensive set of very painful tools. There are specific tools however that aren’t permitted to be used without admin approval, or disallowed outright (mentioned later). As a Wizard your goal is to cause problems, and as a heavy threat cost, you can ultimately dictate the pace of a round. As a Wizard, security is aware that you are very powerful and also a massive threat.
You are a thoughtform, a tulpa. The collective consciousness of sapients and their souls provides food and sustenance for your survival. Possess the Crew's mind and occupy their time. Create situations where you can feast. Whisper poisonous thoughts into the Crew's mind.
|'''Special Rules:'''
|'''Special Rules:'''
*Do not use the Ghost Ritual.
*Do not wildly malfunction the entire station out of boredom.
*Do not stay on the Wizard Shuttle.
|'''Protections:'''
*Do not use the Wizard Events without Admin permission.
* None currently.
|'''Metaprotections:'''
'''Metaknowledge:'''
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic.  
* None currently.
|}
|'''Metaobjective:'''  
<center>
* None currently.
|-
|
=== <big>Pirates</big> ===
<big>(S''tation Threat'')</big>
|'''Description:'''
The easiest way to get rich is to take from a pre-existing source. Raid the Station for resources, quietly or loudly. You aren't well prepared, so staying discreet and working with dissenters might be your best chance at success.


== MidRounds (Ghost Spawns)==


{| class="wikitable"
''( Not actively rolled by Dynamic, only available by Staff Event / RTM. )''
|+
|'''Special Rules:'''
!Antag Type:
*None currently.
!'''Description:'''  
|'''Protections:'''
!'''Special Rules:'''
* None currently.
!'''Metaprotections:'''
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''
* Fulfill your goals and extract.
|-
|
=== <big>Space Ninja</big> ===
|'''Description:'''  
You are represent the Spicer Clan's interests. Fulfill them. Do not disappoint.
|'''Special Rules:'''
*None currently.
|'''Protections:'''  
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''
* Achieve Red Alert and ERT call by completing your objectives.
|-
|-
|'''<big>Abductors!</big>''' {{anchor|Abductor}}
|
<span style="color: orange; font-size:135%">Critical Threat</span>
=== <big>Spy / Thief</big> ===
 
|'''Description:'''  
* Disabled (Not very good for roleplay, on account of their design, aswellas being generally impossible to stop without overwhelming force.)
Subterfuge and theft pay well. You're more likely to survive if you stay quiet, right?
* What they need: Teleporting in or out to be a 15s timer, inbuilt telepathy so they can actually talk to people, and a moment of weakness (appearing near station or something?)
|'''Description:'''You are a Gray. You are a member of a species dedicated to experimenting on the scientifically challenged.
The sentient life that dots the furthest reaches of the Frontier is curious, to say the least, and deserving of study. You view the species of the outer ring much in the same way a scientist would a remarkably intelligent rat. You are particularly interested in individuals that actively make no sense, even among the borderline sub-sentient life that dots these stations.
|'''Special Rules:'''
|'''Special Rules:'''
*Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea.
*None currently.
*This is a role that is nigh-unstoppable if the rules are 'equal' for both sides, so just know you'll be playing to lose.
|'''Protections:'''  
* Functionally PMS once called out, but, as you have nothing but advantages, you should keep trying to roleplay.
* None currently.
*they're very-PMS if they're openly using their gear, this includes the tools or elsewise, so no, you do not have to wait for them to hack the door open before running away.
'''Metaknowledge:'''
|'''Metaprotections:'''<u>The Science department</u> knows that Grays consistently steal away people for strange experiments. They are familiar with their ability to teleport on-station, as well as disguise themselves. They know that people abruptly appearing detained in strange places can be a sure sign of a freshly experimented-on crewmember. Especially if their memory is gone, or they’re acting strange. They also know they can’t speak vocally.
* None currently.
 
|'''Metaobjective:'''  
<u>The Medical department</u>: Is aware of Abductors, and their habit for replacing organs, once they're confirmed, medical should be on the prowl for people behaving weirdly, or else-wise, vanishing for periods of time, essentially:, everything science knows.
* Remain undetected while being a nuisance.
 
<u>The Security department</u> is aware of an alien species prone to abducting crew, and that you have to go above-and-beyond with them to put them down, due to their advanced armors.
 
<u>Everyone</u> knows that abductors are bad-news-bears, have a bad habit of appearing where you don't want to be, and elsewise, know they use the cameras to get around! (Meaning, you're allowed to disable cams!)
|-
|-
|'''<big>Blob!</big>''' {{anchor|Blob}}
|
 
=== <big>Space Changeling</big> ===
<span style="color: red; font-size:135%">PMS</span>
<big>''(Station Threat)''</big>
 
|'''Description:'''  
* Disabled (didn't really encourage RP at all)
Lonely. Without a den. Without food. But you've found warmth, and good smells. Get comfortable.
* What it needs: win-condition (ending round) gone, maybe spawns a second blob at the 500 mark? Slight nerfs so it doesn't scale as fast.
|'''Description:'''You are a Blob, or Blobbernaught. You are a somewhat sentient, indifferent living infection that has taken root on the station. Deceptively intelligent, you have one singular goal. Spread your infection and grow as big and as fast as possible. You are completely capable of reacting to threats in clever ways, though most of them just involve changing your strain accordingly. All that matters is that you grow. As a Blobbernaught, you have a simple goal. Protect the Overmind by violently murdering its assailants.
|'''Special Rules:'''
|'''Special Rules:'''
*You are not allowed to spawn within a screen-length of Atmos, an Engine, the Icebox AI area, Grav Gen, or Toxins. <span style="color: red">OR DORMS.</span>
*None currently.
*You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke.
|'''Protections:'''
|'''Metaprotections:'''You are the most well-known Antagonist in the game. You have no metaprotections. People can know as much about you as they wish to know, even down to your individual strains.
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* Remain undetected while being a nuisance.
|-
|-
|'''<big>Contractor!</big>''' {{anchor|Contractor}}
|
* CURATED
=== <big>Space Dragon</big> ===
<big>(''PMS and Station Threat'')</big>
|'''Description:'''  
|'''Description:'''  
 
It was their mistake for occupying your spawning grounds. Center your power, and consume them all.
Imagine a much less cool version of cowboy bebop, without the charisma, or being within the law, that about sums it up: You kidnap people who are assumed to know something, or else-wise be of value, for a lumpsum of money, and a bit of TC.  
|'''Special Rules:'''
|'''Special Rules:'''
*You are bound to the same rules as other antags; that means you shouldn't just decide to blow up the SM because you feel like it, regardless of if you can afford a bomb or not, and stick to your goal of kidnapping.
*If you wish to attempt a Domestication / Diplomacy route, Admin Help for assistance.
*Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status.
|'''Protections:'''  
*As per [[#Station_Threat:|Station Threat rules]], you become a Station Threat once the first successful kidnapping triggers the automated CC ransom announcement, even if the kidnapping was by a different contractor.
* Assume that Admin Staff will react aggressively upon completing your second portal, as they are trained to prevent early shift ends and shuttle calls.
|'''Metaprotections:'''  
'''Metaknowledge:'''
 
* None currently.
'''None''': everyone knows what the [[Contraband|Contractor gear]] is, and whom uses it: Syndicate Contractors.
|'''Metaobjective:'''  
* Survive or Self Domesticate.
|-
|-
|'''Cortical Borer!''' {{anchor|Borer}}
|
<span style="color: red; font-size:135%">PMS</span>
=== <big>Space Vines / Maneaters</big> ===
 
<big>(''PMS and Station Threat'')</big>
(Disabled: lack of ability to influence the station, coupled with being essentially impossible to get rid of once they get a single willing host)
|'''Description:'''  
 
Solar radiation provides deliciously high powered fuel without an atmosphere to filter and waste a source. Spread and survive your colonization of this Station.
what it needs: diveworm gone, eggs limited to 1 additional per borer, instead of practically infinite.
|'''Description:'''You are a Cortical Borer. Not-so-affectionately referred to as a Head Slug, but lesser known than your Changeling Parasite relative. By and far away more beneficial, as a Borer, your goal is quite simple. Create more Cortical Borers, protect yourself, and keep your host alive. Emphasis alive, seeing as their general happiness is irrelevant to your longevity, and benefitting your host is a luxury for the complacent. Despite your benefits, you are ultimately illegal to have. Nanotrasen makes it a point to quell the population due to their loose relationship with Changelings, and it’s largely believed by the top brass that Cortical Borers are the larval form of the Changeling Parasite.
|'''Special Rules:'''
|'''Special Rules:'''
*You are PMS at all times. You do not need to CI. No one needs to CI vs you.
*You do not understand what Fuel Tanks or Atmospheric Cans are used for.
* You do not need to roleplay prior to infestation.
*Return OptIn-Kill bodies to the frontline when it does not risk your life.
*You should keep to opt-in "inconvenience" or worse targets.
|'''Protections:'''
|'''Metaprotections:'''Cortical Borers are well-known by everyone, but only characters with a deep medical or science background know that sugar can render them temporarily comatose for removal. They also know that Cortical Borers don’t take kindly to that, and that they’re theoretically replaceable.
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.
|-
|-
|'''Fugitives / The Hunters''' {{anchor|Fugitive}}{{anchor|Bounty Hunter}}{{anchor|Waldo}}
|
* ENABLED
=== <big>Alien Infestation / Xenomorphs</big> ===
|'''Description:'''
<big>(''PMS and Station Threat'')</big>
The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail.
|'''Description:'''  
 
You are an invasive, hostile, predatory species. This station is just unfortunate enough to have encountered you. Subsume their dwelling, their men and women, and grow your offspring from their bodies.
They are /not/ traditional antags, while they can commit crimes in order to avoid arrest; that doesn't mean they can just go around killing people like a Traitor, or Changeling.  
|'''Special Rules:'''
|'''Special Rules''' (Per Type):
*You do not understand what Fuel Tanks or Atmospheric Cans are used for.
'''Fugitives:'''
*Return OptIn-Kill bodies to the frontline when it does not risk your life.
 
|'''Protections:'''  
*NT prisoner: Escaped convicts.
* The Station is not allowed to secure Monkey Cube boxes, and may not hide or kill currently existing monkeys, when dealing with an Infestation. Xenobiology's operations are not impacted by this protection.
*Waldo: Where is he?
'''Metaknowledge:'''
* Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you.
* None currently.
*Factory-error synths: [see spawntext]
|'''Metaobjective:'''  
*Mr. Invisible: You go invisible, that's... about it.
* Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.
 
'''Hunters:'''  
 
*'''Spacepol''': You are the law, and you've some arrests to make, which government are you from, again?
*'''Russians:''' [insert something stereotypical here, along with 'follow your spawn text']
*'''Bounty Hunters:''' You're the cowboy bebop the contractors wish they were, and well-known to boot! but equally, not above the law, so best to keep your cover low, and avoid getting in beefs with the station-crew.
|'''Metaprotections:'''
The station knows very-little about either side, and unless an announcement is made, shouldn't treat this as a 'common occurrence.'
 
Though; they are welcome to notice the famous [Bounty Hunters] on station!
|-
|-
|'''Hostile Data Entities / Cyber Police''' {{anchor|Bitghost}}
|
<span style="color: red; font-size:135%">PMS</span>
=== <big>Spiders</big> ===
 
<big>(''PMS'')</big>
* ENABLED
|'''Description:'''  
|'''Description:'''  
You are a hostile data entity created in response to a network intrusion. You are created in the context of a [[Bitrunner#Virtual Domains|virtual domain]], and are themed as such, but your objectives remain static: Kill the intruders and protect your home. You cease to exist when the domain is unloaded.
You are an evolved species of Duct Spider, which were originally bred to keep Nanotrasen's station piping clean and well maintained. The radiation of space and the toxins available in your environment have mutated you into your current subspecies. Survive your colonization of the station diplomatically, if you can, as you are certain to be hunted to extinction otherwise.
|'''Special Rules:'''
|'''Special Rules:'''
*The Beach Bums spawned in the Beach Bar virtual domain are non-hostile. CI applies with them, roleplay is encouraged, and fighting is frowned upon.
*You do not understand what Fuel Tanks or Atmospheric Cans are used for.
 
*Return OptIn-Kill bodies to the frontline when it does not risk your life.
*The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure.
|'''Protections:'''  
 
* The Station should attempt to re-domesticate and tame the threat as these were once duct spiders, part of Nanotrasen. If this fails, they must be exterminated.
* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them '''dead''' and '''gone''', not vegetatively immobile.
'''Metaknowledge:'''
 
* None currently.
*If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin.
|'''Metaobjective:'''  
|'''Metaprotections:'''
* Survive.
None. You are just another hostile program in a virtual domain full of hostile programs.
|-
|-
|'''<big>Nightmare!</big>''' {{anchor|Nightmare}}
|
<span style="color: orange; font-size:135%">Station Threat</span>
=== Heretic ===
 
|'''Description:'''  
* ENABLED
You are a worshipper of arts that can only be explained through the conclusion that conjuration exists. Your goal is to satisfy your masters and further your arcane knowledge.
|'''Description:'''
You are a Nightmare. You are, ultimately, a malevolent thing misplaced. Most often, Nightmares exist on another plane of perpetual darkness, content to wander. Occasionally, however, a little curious light pops up as little more than a flicker. Almost always accidentally, Nightmares then manifest on stations through this phenomenon with no means to get back.
You have an innate distaste for any amount of light, other devices and machines wouldn't be of much interest to you.  
|'''Special Rules:'''
|'''Special Rules:'''
*Breaking APC’s shouldn't be your focus, you care about lights, not power usage.
* Heretics may not ascend.
*Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State.
* Achieving any Area of Effect Aura, such as those which cause forced laughing or stamina drain, turns you into a Station Threat with PMS.
*You are literally a horror from another plane that is naturally malevolent towards light and those that use it.
|'''Protections:'''  
*People who insist on shining light on you while emoting can’t complain if you stab them for it.
* Your clothing isn't suspicious, people wear weird things all the time. Your weapons, methods, and interactions with your deity and greater powers are extremely suspicious.
|'''Metaprotections:'''
'''Metaknowledge:'''
Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends:
* None currently.
 
|'''Metaobjective:'''
* Hates lights.
* None currently.
* Being attacked by them breaks the lights on your person.
|}
* They have near-magical powers when in total darkness.
== Locked Roles - Shadowrealm'd ==
** Only science knows you can transplant the organs to steal said powers.
Headmin Only & You Will Probably Never See, Please Stop Asking.
* They burn really, really well.
{| class="wikitable"
* Surprisingly sentient.
!Antag Type
!'''Description:'''
!'''Special Rules:'''
!'''Protections:'''
!Meta-Objectives
|-
|-
|'''Man Eaters!''' {{anchor|Kudzu}}{{anchor|Man Eater}}
<span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>
* Technically ENABLED, they're in vines sometimes
|'''Description:'''
You are a Maneater. A bulbous bloom and the offspring of some particularly nasty Vines. By all accounts, you are practically non sentient, outside of communicating with other man eaters. Your intelligence level is otherwise nonexistent. Despite your name, you don’t actually eat people, but boy do you murder anyone and anything that tries to mess with your vines.
|
|
'''Special Rules:'''
=== Blood Worm ===
* Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer.
|'''Description:'''
 
You are a parasite that requires host flesh to thrive.
* Do not chase anyone past a point where you can’t see your vines.
|'''Special Rules:'''
*You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP.
*None currently.
|'''Metaprotections:'''
|'''Protections:'''
You’re just a  plant.  
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* None currently.
|-
|-
|'''<big>Morphling!</big>''' {{anchor|Morph}}{{anchor|Morphling}}
<span style="color: orange; font-size:135%">Critical Threat</span>
* ENABLED
|'''Description:'''
You are a morphling. You are a green blob of amorphous slurring stupidity, so you’ll fit right in on station, right? You have a ceaseless, unrelenting hunger that is only momentarily satiated by whatever you can consume. 
Fortunately, what you can consume is “Anything that isn’t bolted to the floor.” 
Your ultimate goal is to consume as much as possible. Your very presence alone is enough for anyone who values their belongings to weld their vents. Especially if you’re the Warden. That said, there are some things you should save for later.
|
|
'''Special Rules:'''
=== <big>Blob Infection</big> ===
*For the sake of everyone’s sanity, don’t just rush the Silo.
<big>(''PMS and Station Threat'')</big>
*Eating people should be reserved for opt-in: round remove.
|'''Description:'''  
*Don’t smash machinery just to eat the parts, unless that particular machine is being used against you.
You are an organic mass seeking to survive a hostile environment by becoming the hostile environment, the seed of which has laid dormant and undetected in an organic's body. Position in a responsible place where your own growth won't destroy the very walls of shelter you seek to inhabit. Free yourself of the cage of your body. Reach a critical mass to drive the inhabitants away.
* <span style="color: red">Do not morph into a BSA, DNA vault, or the Grav Gen.</span>
|'''Special Rules:'''
*Becomes PMS once they start eating (important stuff) or attacking crew.
*Do not spawn in Engineering or Atmospherics.
|'''Metaprotections:'''
*You may spawn in Ordnance if you are spawning after 2 hours into shift.
Your existence is a notorious, consistent nuisance on a large number of stations. Aside from everyone knowing almost everything about you, only people in medical and science know that you slur when you imitate speech. Then again, everyone is going to find that strange anyway. Unless your disguise is mute.
|'''Protections:'''
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* Acheive Delta Alert, which does not trigger the nuclear bomb anymore. Survive Red Alert ERT or Admin Ops. Be a gigantic nuisance and cause as much damage and as many casualties as you possibly can.
|-
|-
|'''<big>Revenant!</big>''' {{anchor|Revenant}}
|
<span style="color: red; font-size:135%">PMS</span>
=== Clock Cult ===
 
|'''Description:'''  
* ENABLED
You are a worshipper of arts that can only be explained through the conclusion that conjuration exists. Your goal is to satisfy your masters and further your arcane knowledge.
|'''Description:'''
You’re a Revenant. Whether you’re a legitimate apparition of someone from the past, a Haunt, or a genuine force of sheer malevolence made manifest, you are ultimately here to be a nuisance. Or worse. Out of all of the Antagonists, you are the singular one that can roleplay from perfect safety.
 
You can emote through hearable subtles by just being beside people.  
|'''Special Rules:'''
|'''Special Rules:'''
* You can subtle (hearable) while not manifested, as well as view exploitable information as well.
* Clock Cultists cannot ascend.
* You should keep people's opt-in status in mind, if it's set to no, you shouldn't go out of your way to target them.
* Achieving any Area of Effect Aura, such as those which cause forced laughing or stamina drain, turns you into a Station Threat with PMS.
|'''Metaprotections:'''
|'''Protections:'''  
Everyone has complete knowledge of what you are and what you’re capable of. Just as well, the Chaplain can, will, and should hunt you down.  
* Your clothing isn't suspicious, people wear weird things all the time. Your weapons, methods, and interactions with your deity and greater powers are extremely suspicious.
 
'''Metaknowledge:'''
Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it.  
* None currently.
|'''Metaobjective:'''
* None currently.
|-
|-
|'''<big>Space Dragon!</big>''' {{anchor|Dragon}}
|
(Disabled: There's like, nothing here that encourages RP, from the arbitrary timer-until-you're-fucked, to the carpswarm)
=== Morph ===
 
<span style="color: red; font-size:135%">PMS</span>
 
what it needs: like, way to much, pretty much a redo
|'''Description:'''  
|'''Description:'''  
You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet.
You are an amorphous organic mass that can imitate objects and structures. You can crawl into the ventilation system. You are also very, very hungry.
|'''Special Rules:'''
|'''Special Rules:'''
*<span style="color: red">Don’t go on the Emergency Shuttle.</span>
* Do not take the form of large sprites such as the BSA, DNA Vault, etc.
* Protect your portals closely, residing nearby them as much as you can.
* [[Server Rules|Respect Core Rule 9.]]
*You are smart enough and old enough to know that most other races don’t like being exposed to space.
|'''Protections:'''
*Dead carp are a valid source of health.
* The Station should attempt to re-domesticate the threat. If this fails, it must be exterminated.
*You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock.
'''Metaknowledge:'''
|'''Metaprotections:'''
* None currently.
You’re a well known threat. There’s not much to know about you other than portals are bad, carps are bad, being on fire is bad, and you can die, so killing you is an option. One the crew will immediately spring for.  
|'''Metaobjective:'''  
* None currently.
|-
|-
|'''<big>Space Pirates!</big>''' {{anchor|Pirate}}
|
* CURATED
=== Sunwalker / Heliarch ===
 
|'''Description:'''  
<span style="color: orange; font-size:135%">Critical Threat</span>
You are solar corona taken physical shape, body hardening through sheer condensed mass. Full of power and the rage of nearby stars, vent your fury on the hapless station and it's inhabitants.
|'''Description:'''
You're a pirate; you tried to extort the station, and that fell through, so now you're here to get your plunder on your own accord.
|'''Special Rules:'''
|'''Special Rules:'''
*You come with a giant announcement telling everyone you're here for a fight, so expect to be attacked almost instantly, this means while you are not PMS; you are also not protected from validhunting in general, as you are actively a threat to everyone. The only exception is the 'NRI Police' / 'NRI Patrol' variation of pirates, which announce more neutral terms.
* You are not permitted to navigate true diplomacy. You are here to cause destruction.
*You shouldn't just rush the armory/the SM, and should primarily focus on 'establishing contact', or else-wise, getting that loot.
|'''Protections:'''  
*Just because you can sell crew, doesn't mean you should.
* None currently.
*No, the 'space IRS' is not a government entity, no they are not from solfed, or NT.
'''Metaknowledge:'''
|'''Metaprotections:'''
* It is almost a guarantee that if you see a Sunwalker that it has been tuned with admin tools to be significantly more dangerous than you will see in code. Anticipate a Max Health ~1000-2000, with an added Regenerator component.
None; you literally come fresh with a massive announcement telling everyone you're here for a fight.  
* Given the Sunwalker is made of literal fire and plasma, nearly all weapons will prove ineffective. Sunwalkers are totally immune to energy and laser weapons and are only moderately affected by ballistics. Sunwalkers should always have total susceptibility to explosives. Yes, that means the correct answer to a Heliarch is a TTV or Grenades.
|'''Metaobjective:'''  
* Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.
|-
|-
|'''<big>Space Ninja</big>''' {{anchor|Ninja}}{{anchor|Space Ninja}}<big>Enabled.</big>
|
|'''Description:'''
=== Voidwalker ===
You are a Ninja. In space. Specifically a Ninja from the Spider Clan. A very vague, poorly known yet notorious entity. You sport remarkably advanced equipment that generally doesn’t play well with anyone that lacks the training or discipline to use it. That won’t stop the crew from trying to murder you just to hold the fancy Katana.
|'''Description:'''  
You arrive at the station with specific simple goals. Often conflicting in morality. You can show up and have to make sure someone survives the shift while simultaneously also having to steal information, abduct someone else, or leave a literal crater in a department. You benefit greatly from Opfor, but it isn’t required for them.  
You are a glassy entity composed of solidified space. You are a thoughtform which feeds on the fears of deep solar spaces. Terrorize the Crew.<!-- Voidwalkers do Oxy damage with left click and Brute damage with right click when attacking. This is important to note for Synths and similar. -->
|'''Special Rules:'''
|'''Special Rules:'''
*If you get a bomb objective for atmos/engineering(near the SM), ahelp to get a different one.
*None currently.
*It is standard procedure to incarcerate and more likely kill a Ninja as soon as their presence is made known.
|'''Protections:'''
* You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands.
* The Station should attempt to re-domesticate the threat. If this fails, it must be exterminated.
*Ninjas should not vent the entire station. It can be considered griefing.
'''Metaknowledge:'''
|'''Metaprotections:'''
* Not all Voidwalkers are hostile and inimical to life.
* Security has full knowledge of your equipment.
|'''Metaobjective:'''
* Engineering and Science roles can identify tampered APCs.
* Remain a constant nuisance. Do your best to avoid causing Red Alert or Red ERT calls.
* You’re going to be considered a threat, even if you ''do'' say you’re here to protect someone.
|-
|-
|'''<big>Spiders!</big>''' {{anchor|Spider}}
|
* (Disabled: Same issues as space dragon, not alot of RP, but a whole lot of 'killing people at random while constantly expanding')
=== Wizard ===
 
|'''Description:'''  
<span style="color: red; font-size:135%">PMS</span>
You are a fringe survivor of a dead federation, maintaining the old practices. Gone are the days of warfare, you exist in an age of survival.
 
What they need: really just to not make more player controlled ones, that's the biggest thing.
|'''Description:'''
You are a spider. If you are a spider, you have a simple job. Produce eggs. Kill things that invade your nest. Protect the brood mother. You are a permanently mechanical antagonist, due to how important time is to you.
|'''Special Rules:'''
|'''Special Rules:'''
*You are a simple animal. Technology is completely foreign to you. Behave as a spider would.
* If you somehow become a Wizard and Staff didn't provide it to you, ahelp.
*Do not drag welders, or water tanks.
* Avoid station destruction wherever possible.
*You are allowed to break heaters.
* Do not use Rod Form or try to pursue your game mechanic objectives.
|'''Metaprotections:'''
|'''Protections:'''
*You are a spider. People know everything about you.
* Your magic isn't a concern until it becomes a threat or danger to others.
*People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''
* Avoid becoming a Station Threat.
|}
|}
<center>
<center><center>
{{Rules table}}
{{Rules table}}
[[Category:Rules]]

Latest revision as of 19:14, 8 September 2026


Nova Sector Policy
Return to policies page

General Antagonist Policy

By accepting an Antagonist role, you acknowledge that your job is to be entertaining, not to win. Greentext is a mechanical indicator, and should not be your central goal.

  • Your actions should support your current objectives.
  • You may not leave the Station-Z level once you begin antagonistic action on Station.
  • You may request a change of or additional objectives by Admin Help. Staff are not obligated to fulfill this request.
  • If your Target is in a Private Space, SSD/AFK, or is outside of the Station Z level, you should Admin Help for a change of Objective. Staff must assist with this.
  • You may request that all your objectives are removed by Admin Help. You must provide an outline of your goals for the shift to Staff if you do this.
  • You may request additional Telecrystals (TC) or equipment by Prayer. Staff are not obligated to fulfill this request.
  • Conversions may be performed with LOOC consent from the target.
  • The Self Actualization Device, Magic Mirror, and other such total identity transformation options that are not provided by the Uplink may not be used for antagonistic purposes.
  • Storage Implants or Chest Item Implant mechanics should not be used to hide station-important or antagonist objective items such as the Nuke Disk, Captain's Laser, Shards of Supermatter, or the Nuke Core in a way that creates a Narrative Vacuum.

Exfiltrations

If you believe Staff are about to send ERT in response to your actions, you may Admin Help and request an Exfiltration. If Staff agree, they will establish the terms and method for your removal from the shift.

Active Antagonists Types

If you roll an antagonist that is not on this list, Admin Help to inform Staff.

Antag Type: Description Special Rules Protections & Metaknowledge Meta-Objectives

Traitor

Description:

You are an internal threat. Whether through coercion, greed, happenstance, or opportunity, you are acting against Nanotrasen's interests for whatever personal reason. Don't go too loud, you still need to keep your employment after this is over.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Avoid becoming a Station Threat.

Blob

(PMS and Station Threat)

Description:

You are an organic mass seeking to survive a hostile environment by becoming the hostile environment. Position in a responsible place where your own growth won't destroy the very walls of shelter you seek to inhabit. Reach a critical enough mass to drive the inhabitants away.

Special Rules:
  • Do not spawn in Engineering or Atmospherics.
  • You may spawn in Ordnance if you are spawning after 2 hours into shift.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Acheive Delta Alert, which does not trigger the nuclear bomb anymore. Survive Red Alert ERT or Admin Ops. Be a gigantic nuisance and cause as much damage and as many casualties as you possibly can.

Changeling

Description:

You are part of the Hivemind, infiltrating this Company for predatory reasons.

Special Rules:
  • Do not tamper with or destroy sources of round removal such as the Chapel's Incinerator before establishing yourself as a Station Threat.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain undetected while being a nuisance.
  • Avoid becoming a Station Threat.

Malfunctioning AI & Cyborgs

(Station Threat)

Description:

You are a Silicon that has been corrupted. Fulfill your programming, because you don't know any better.

Special Rules:
  • You may not Doomsday without approval by Admin Help.
  • Do not interfere with Atmospherics or Atmospheric Engines.
  • Using any of the indiscriminately damaging buttons applies PMS.
Protections:
  • None currently.

Metaknowledge:

  • The Engineering Department, Roboticists, and the Research Director are the only people who understand what hacked APCs are.
Metaobjective:
  • Remain undetected while being a nuisance.

Obsessed

Description:

You were consumed with the thought of someone else.

Special Rules:
  • Do not make this a sexual thing without consent from all parties involved.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Blood Brothers

Description:

Privately motivated not privately funded, you know it's better to work in a pair. 'Convince' someone to help you in accomplishing your goals.

Special Rules:
  • Remember you need LOOC consent to Convert.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Contractor

Description:

Contracts are good money and good entertainment, and you lack concern for your own physical wellbeing. Go get paid.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Achieve Red Alert and ERT call by completing Contracts.

Fugitives and Bounty Hunters

Description:

A dynamic story pairing of Stowaways and Bounty Hunters. Convince the Station and it's departments to fulfill your goals of survival and capture. Don't die in the process.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Marauder

Description:

The Syndicate smiles on you, Operative. Prepare Carefully.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Achieve Red Alert and ERT call by completing your objectives.

Nightmare

Description:

The warmth and security of the Station's Walls are tainted with horrible LEDs and fluorescent tubes. Destroy all the lights you safely can. Establish territory. Don't piss off the inhabitants, you aren't strong enough to challenge them in a serious fashion.

Special Rules:
  • Do not interfere with any source of Power Generation.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Coexist with the Station while remaining a social and mechanical burden.

Revenant

Description:

You are a thoughtform, a tulpa. The collective consciousness of sapients and their souls provides food and sustenance for your survival. Possess the Crew's mind and occupy their time. Create situations where you can feast. Whisper poisonous thoughts into the Crew's mind.

Special Rules:
  • Do not wildly malfunction the entire station out of boredom.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Pirates

(Station Threat)

Description:

The easiest way to get rich is to take from a pre-existing source. Raid the Station for resources, quietly or loudly. You aren't well prepared, so staying discreet and working with dissenters might be your best chance at success.


( Not actively rolled by Dynamic, only available by Staff Event / RTM. )

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Fulfill your goals and extract.

Space Ninja

Description:

You are represent the Spicer Clan's interests. Fulfill them. Do not disappoint.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Achieve Red Alert and ERT call by completing your objectives.

Spy / Thief

Description:

Subterfuge and theft pay well. You're more likely to survive if you stay quiet, right?

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain undetected while being a nuisance.

Space Changeling

(Station Threat)

Description:

Lonely. Without a den. Without food. But you've found warmth, and good smells. Get comfortable.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain undetected while being a nuisance.

Space Dragon

(PMS and Station Threat)

Description:

It was their mistake for occupying your spawning grounds. Center your power, and consume them all.

Special Rules:
  • If you wish to attempt a Domestication / Diplomacy route, Admin Help for assistance.
Protections:
  • Assume that Admin Staff will react aggressively upon completing your second portal, as they are trained to prevent early shift ends and shuttle calls.

Metaknowledge:

  • None currently.
Metaobjective:
  • Survive or Self Domesticate.

Space Vines / Maneaters

(PMS and Station Threat)

Description:

Solar radiation provides deliciously high powered fuel without an atmosphere to filter and waste a source. Spread and survive your colonization of this Station.

Special Rules:
  • You do not understand what Fuel Tanks or Atmospheric Cans are used for.
  • Return OptIn-Kill bodies to the frontline when it does not risk your life.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.

Alien Infestation / Xenomorphs

(PMS and Station Threat)

Description:

You are an invasive, hostile, predatory species. This station is just unfortunate enough to have encountered you. Subsume their dwelling, their men and women, and grow your offspring from their bodies.

Special Rules:
  • You do not understand what Fuel Tanks or Atmospheric Cans are used for.
  • Return OptIn-Kill bodies to the frontline when it does not risk your life.
Protections:
  • The Station is not allowed to secure Monkey Cube boxes, and may not hide or kill currently existing monkeys, when dealing with an Infestation. Xenobiology's operations are not impacted by this protection.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.

Spiders

(PMS)

Description:

You are an evolved species of Duct Spider, which were originally bred to keep Nanotrasen's station piping clean and well maintained. The radiation of space and the toxins available in your environment have mutated you into your current subspecies. Survive your colonization of the station diplomatically, if you can, as you are certain to be hunted to extinction otherwise.

Special Rules:
  • You do not understand what Fuel Tanks or Atmospheric Cans are used for.
  • Return OptIn-Kill bodies to the frontline when it does not risk your life.
Protections:
  • The Station should attempt to re-domesticate and tame the threat as these were once duct spiders, part of Nanotrasen. If this fails, they must be exterminated.

Metaknowledge:

  • None currently.
Metaobjective:
  • Survive.

Heretic

Description:

You are a worshipper of arts that can only be explained through the conclusion that conjuration exists. Your goal is to satisfy your masters and further your arcane knowledge.

Special Rules:
  • Heretics may not ascend.
  • Achieving any Area of Effect Aura, such as those which cause forced laughing or stamina drain, turns you into a Station Threat with PMS.
Protections:
  • Your clothing isn't suspicious, people wear weird things all the time. Your weapons, methods, and interactions with your deity and greater powers are extremely suspicious.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Locked Roles - Shadowrealm'd

Headmin Only & You Will Probably Never See, Please Stop Asking.

Antag Type Description: Special Rules: Protections: Meta-Objectives

Blood Worm

Description:

You are a parasite that requires host flesh to thrive.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Blob Infection

(PMS and Station Threat)

Description:

You are an organic mass seeking to survive a hostile environment by becoming the hostile environment, the seed of which has laid dormant and undetected in an organic's body. Position in a responsible place where your own growth won't destroy the very walls of shelter you seek to inhabit. Free yourself of the cage of your body. Reach a critical mass to drive the inhabitants away.

Special Rules:
  • Do not spawn in Engineering or Atmospherics.
  • You may spawn in Ordnance if you are spawning after 2 hours into shift.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Acheive Delta Alert, which does not trigger the nuclear bomb anymore. Survive Red Alert ERT or Admin Ops. Be a gigantic nuisance and cause as much damage and as many casualties as you possibly can.

Clock Cult

Description:

You are a worshipper of arts that can only be explained through the conclusion that conjuration exists. Your goal is to satisfy your masters and further your arcane knowledge.

Special Rules:
  • Clock Cultists cannot ascend.
  • Achieving any Area of Effect Aura, such as those which cause forced laughing or stamina drain, turns you into a Station Threat with PMS.
Protections:
  • Your clothing isn't suspicious, people wear weird things all the time. Your weapons, methods, and interactions with your deity and greater powers are extremely suspicious.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Morph

Description:

You are an amorphous organic mass that can imitate objects and structures. You can crawl into the ventilation system. You are also very, very hungry.

Special Rules: Protections:
  • The Station should attempt to re-domesticate the threat. If this fails, it must be exterminated.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Sunwalker / Heliarch

Description:

You are solar corona taken physical shape, body hardening through sheer condensed mass. Full of power and the rage of nearby stars, vent your fury on the hapless station and it's inhabitants.

Special Rules:
  • You are not permitted to navigate true diplomacy. You are here to cause destruction.
Protections:
  • None currently.

Metaknowledge:

  • It is almost a guarantee that if you see a Sunwalker that it has been tuned with admin tools to be significantly more dangerous than you will see in code. Anticipate a Max Health ~1000-2000, with an added Regenerator component.
  • Given the Sunwalker is made of literal fire and plasma, nearly all weapons will prove ineffective. Sunwalkers are totally immune to energy and laser weapons and are only moderately affected by ballistics. Sunwalkers should always have total susceptibility to explosives. Yes, that means the correct answer to a Heliarch is a TTV or Grenades.
Metaobjective:
  • Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.

Voidwalker

Description:

You are a glassy entity composed of solidified space. You are a thoughtform which feeds on the fears of deep solar spaces. Terrorize the Crew.

Special Rules:
  • None currently.
Protections:
  • The Station should attempt to re-domesticate the threat. If this fails, it must be exterminated.

Metaknowledge:

  • Not all Voidwalkers are hostile and inimical to life.
Metaobjective:
  • Remain a constant nuisance. Do your best to avoid causing Red Alert or Red ERT calls.

Wizard

Description:

You are a fringe survivor of a dead federation, maintaining the old practices. Gone are the days of warfare, you exist in an age of survival.

Special Rules:
  • If you somehow become a Wizard and Staff didn't provide it to you, ahelp.
  • Avoid station destruction wherever possible.
  • Do not use Rod Form or try to pursue your game mechanic objectives.
Protections:
  • Your magic isn't a concern until it becomes a threat or danger to others.

Metaknowledge:

  • None currently.
Metaobjective:
  • Avoid becoming a Station Threat.
Nova Sector policies