Antagonist Policy: Difference between revisions

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==Nova Sector Antagonist Policy==
= Nova Sector Antagonist Policy =
<center>
=== General Expectations: ===
 
As an antagonist, your overall goal, beyond your objectives and targets should be to generate roleplay opportunities be that with security or else-wise!
 
You shouldn't be "friendly" or "peaceful" your supposed to be the 'threat' to whoever has ended up in your objectives, and else-wise the thing for security to chase which doesn't work if you're doing parlor tricks in the bar instead.
</center> <center>
=== Justification: ===
<center>
Both objectives and opfor requests should be justified, either through in-round events, or a solid background reason, (Owing an immeasurable debt, a supposed sleeper agent being activated for a very specific mission, etc-etc!)
 
OPFORs, Antagonists, equally, should at-least have a '''baseline response''' to 'Why are you doing this?' Opfor can be justifiable by anyone, even Security or Command, within reason.
</center>
====Confirmation or Denial====
<center> Admins know far more about what’s going on in a shift than you do. 
If you submit Ambitions or an Opfor request and it gets hard denied, <u>it often isn’t because the idea was bad. It’s because shit’s already fucked enough as is.</u>
Don’t take it personally, and just save the idea for later. If the idea ''is'' bad? <u>We’ll let you know.</u>
</center>
 
===General Rulings:===
<center>
If, after forfeiting your antagonist status, you are still in possession of your uplink you are expected to notify staff to have it removed. <br>
You should not, at any point, use your uplink to acquire gear after the removal of your antagonist status.<br>
Antagonists, regardless of type, should not be hijacking/attacking the escape shuttle without admin-permission..<br>
The opfor system is to be used for antagonistic, or else-wise, criminal activity..<br>
Completeing your objectives isn't an excuse to just immediately dip out of the round, you should be an antag both during, and after..<br>
if your opfor/antag goal requires you to extract/leave station/hide in space after, it's best saved for an event..<br>
'Wildcard,' so to say, self assigned objectives are non-binding, and not considered valid unless approved by staff..<br>
Antags are required to opfor before converting anyone, regardless of manner used..<br>
yes, this applies to hyponsis and emagging borgs aswell..<br></center>
 
==Opfor Related Stuff:==
 
====No Response?====
If an Opfor takes 10 minutes or more to get replied too, you are more than allowed to Ahelp it.
{| class="wikitable"
{| class="wikitable"
|+
|+{{Goodfaith}}
!
=== Current Opfor Standards:===
|-
|
|
=====Important Notes:=====
=== General Rulings: ===
Your last objective should be as flat of a summary of the opfor goals as possible, (what you want, intend to do, and what you need) this is so staff can speed up a response.  
* Antagonists should not be hijacking/attacking the escape shuttle without admin-permission.
 
* 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.
for EX:
* 'Wildcard,' so to say, self assigned objectives are non-binding, and not considered valid unless approved by staff.
{| class="wikitable"
* Antags are required to have an approved opfor before converting anyone, regardless of manner used.
|+
** Yes, this applies to hypnosis, emagging borgs, or anything that puts a player controlled mob on your side outside of holoparasites, and simian backup (the monkeys)
|Objective 1: Summary
* '''No exfiltration''' via leaving station Z or admin intervention; you're in for the long-haul.
|-
|Desc: I intend to buy a gluger, and break into the brig, waiting to ambush the HoS when they return to their office, I'm also asking for an emag to make it easier to get into said office.
|}
This is to make it much easier, and faster for staff to actually discern what you're asking for and why, instead of trying to read between the lines and figure out what you're intended to do with what.
|-
|-
|
|
<center><strong>Staff-side requirements:<br> </strong>
=== Current Opfor Standards: ===


*Opfors that require: Special Announcements, permissions, or the manual non opfor spawning of items beyond 1/2 and elsewise, require heavy oversight,  would be classified as an event and will be required to be treated as such requiring approval from Admin+ Staff Or Event Staff as well as the proper logging.
=====<big>Important Notes:</big>=====
*No exfiltration via leaving station Z or admin intervention.


*Simple Mobs and otherwise pure PMS entities are currently unavailable, due to being almost impossible to gauge the extent.
* Your explanations for the objectives should be as straightforward to read as possible.
* Explain your limits, the intent on how to do it, ETC in the objective descriptions so staff aren't caught out of left-field when your 'kill the HoS' objective suddenly becomes mass-bomb the brig incase the HoS is in there.


*Group Opfors are allowed with maximum of 3 people, none of these people being roundstart security.</center>
===== <big>Staff-side requirements:</big> =====
</center>
*Group opfors are allowed, as long as the they serve the intention of the gimmick, and the group involvement isn't within the range for powergaming. (EX: You shouldn't have a 5 man opfor to kill one sec off, where everyone gets s-carp)
|-
====== Currently blocked requests: ======
|====== Currently blocked requests: ======


* '''Heretic / Heretical Book (without approved whitelist)'''
* '''Heretic / Heretical Book (without approved whitelist)'''
* '''Any standard roundstart antag, (Traitor,  Blood Brother,  Changeling, Malf-AI without changes, Spy, wizard)'''
* '''Simple Mobs and otherwise pure PMS entities'''
* '''Energy Katana'''
* '''The following roundstart antags, (Blood Brother, Malf-AI without changes)'''
* '''Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.'''
* '''Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.'''


*'''Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Contractor or elsewise, Abductors.'''
*'''Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Abductors.'''
*'''Nuke-ops / Clownops'''
*'''Nuke-ops / Clownops'''
|}
== Opt-In ==
{| class="wikitable"
|+
!Opt-In is an accommodation of antags, not a shift of focus to antags, the fine difference being that it allows antags to exist, in a manner where them, and their effects are limited to primarily the people whom want to be affected, with as little possible overlap to uninvolved, outside parties.
|-
|-
|'''For The Antag:'''
|
=== Opt-In ===


'''You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?'''
==== '''Opt-In Prefs''' ====


* As said above, you want the minimize undue exposure, this doesn't mean you can't kill them in the main-hall, but it does mean you shouldn't c4 the wall into virology, to try and get the chemist!
* '''No''' means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences or circumstance.
* Above anything else, before and after this, you want to avoid widely impacting stuff, for the sake of 1-2 targets.
* '''Yes - Inconvenience''' applies to antagonists and their objectives, namely being kidnapped or cuffed either by objective or circumstance.
* '''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.
* '''Yes - Round-removal''' is much the same: it lets people know you're alright with round-removal in most situations. So if you walk into a bomb threat you should expect they won't even try to not gib you.


==== Short-form, avoid: ====
==== For The Antag: ====
'''You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?'''


* Bombs
* As said above, you want to keep opt-in's in mind, this doesn't mean you can't wack the opt-in no engineer who just walked in on your murder, but it does mean you shouldn't kill them, just to steal their jaws so you can break into medical faster.
** Maxcaps
* Above anything else, before and after this, you want to avoid damaging large-swathes of the station for 1-2 targets.
* Plasma-floods
** Giant fires in general
* Destroying parts of departments, that unrelated people may need to use
* Mass casualties, for the sake of it
* Trying to lump in people tangentially related, whom may not be opted in (ex: you have to kill the chemist, so you decide to gun down a paramed on the way in)
* Try to 'bait' non opted-in people into being 'forced' into a situation where it's fight you, or die,
* Assuming someone is opted in because of X, as-per-usual, LOOC can NEVER hurt
|-
|
==== So what can I do?! ====
==== So what can I do?! ====
* Damage an area
* 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)
** 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
* 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!
* Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said!
** remember, in the case of opfor, you should make sure your objective aligns 100% with their pref, this means you shouldn't write an objective that reads as 'kill and disembowel' and pick anyone opted in for inconveniencing, for it.
|}
{| class="wikitable"
|+
!
=== PMS / Station Threat / Metaprotection:{{anchor|PMS}} ===
|-
|-
|
|
==== '''Opt-In Prefs''' ====
==== Permanent Mechanical State ====
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.
 
'''However''': If both/all sides in a situation start roleplaying, default CI rules will return until either a fight starts or the PMS threat 'disengages' (teleports/runs or w/e, thus, putting themselves back into PMS).


* No means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences.
Permanent mechanical state is '''only''' granted to:
*People teleporting away from violent situations/ attempts to roleplay.


* Yes - Inconvenience applies to antagonists, and their objectives.
*Elsewise, people who have been in ''repeated'' violent engagements ''and'' escaped after. (Think: changeling attacking the brig three times.)
* Yes - Kill applies too antags, and non-antags, letting them know you're open to be killed more wantonly.
* Yes - Round-removal is much the same, it lets people know you're alright with round-removal in most situations.
|}


==PMS / Station Threat / Metaprotection:==
*Non-carbon/non-silicon/Special-Circumstance Antags, (xenomorphs, spiders, space dragons, blob, cortical borers, revenant, confirmed-abductors without disguise, man-eaters, morphlings.) unless stated else-wise further down.
{| class="wikitable"
|+
!Permanent Mechanical State {{anchor|PMS}}
|-
|'''Desc''': 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.
'''However''': If both/all sides in a situation start roleplaying, default CI rules will return until either a fight starts, or the PMS threat 'disengages' (teleports/runs or w/e, thus, putting themselves back into PMS)


Permanent mechanical state is only granted to:
*Heretics with the Mask Of Madness on, or else-wise, Ascended / Actively ascending.
|-
|-
|
|
*people teleporting away from violent situations/ attempts to roleplay, or elsewise, people who have been in repeated violent engagements, and escaped after. (think: changeling attacking the brig three times.)
=== Station Threat: ===


*Non-carbon/non-silicon/Special-Circumstance Antags, (xenomorphs, spiders, space dragons, blob, cortical borers, revenant, confirmed-abductors without disguise, man-eaters, morphlings.) unless stated else-wise further down.
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.'
 
*Heretics with the Mask Of Madness on, or else-wise, Ascended / Actively ascending.
|}
{| class="wikitable"
|+
!


== Station Threat: ==
|-
|
<center>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.'
So-to-say, they are completely fair game for the crew to target.
So-to-say, they are completely fair game for the crew to target.


Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.</center>
Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.
----


======'Cannot Seek' roles ======
======'Cannot Seek' roles ======


These are jobs/roles that while they can react to a station threats if the threat happens to come to them, cannot actively seek out the threat itself. (these limitations do not apply to any station threat*2, with the asterisk 2)
These are jobs/roles that while they can react to a station threats if the threat happens to come to them, cannot actively seek out the threat itself. (these limitations do not apply to any critical threats.)


*Captain
*Captain
Line 160: Line 94:
*Blueshield
*Blueshield
*Department Guards(special circumstance, see amber alert: [[Security Policy#Amber Alert]])
*Department Guards(special circumstance, see amber alert: [[Security Policy#Amber Alert]])
|}
|}
== General Roster ==
{| class="wikitable"
|+
!Antag Type:
!'''Description:'''
!'''Special Rules:'''
!'''Metaprotections:'''
|-
|'''<big>Traitor!</big>'''
* ENABLED
|'''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.
You're here with a goal, and likely, not one they ever expected you to complete.
|'''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.
*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.
|'''Metaprotections:''' [[Contraband|HERE]]


===Metaprotections''':'''===
If it's not in contraband, it's an unknown and should be treated as it appears.
These are granted as needed, where they're needed, if something isn't written here, or [[Contraband]], what you can mechanically assess / see in the examine is what's known.
|-
|'''<big>Changeling!</big>''' <span style="color: orange; font-size:135%">Station Threat</span>
* ENABLED
|'''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).
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.  


== Abductors! <span style="color: orange; font-size:135%">Station Threat*2</span>==
Beyond your original appearance, you are very capable of mimicry, though these don’t necessarily influence your host personality.
 
|'''Special Rules:'''
{| class="wikitable mw-collapsible" style="width:100%"
* If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.
!Enabled
* The changeling starts with a massive advantage above the crew in general you as the changeling should be sure to keep yourself, and your equipment/items within reason ability for the crew to be able to handle you.
** ala, don't powergame, don't go out of your way to stack additional advantages ontop of your headstart.
*Undeniable Proof of Changeling includes: Arm Blade, Tentacle Arm, Chitinous Armor, Ling Space Suit, Ling Shield, Horror Form, Digital Camo, Cryo Sting, Self-Revival, Regeneration, Unexplainable Fast Healing.
*Horror Forms are PMS.
|'''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!
|-
|-
|'''Description:''' You are a Gray. You are a member of a species dedicated to experimenting on the scientifically challenged.  
|'''<big>Clockcult</big>'''
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.
(OPFOR)
|
|'''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.
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.
|'''Special Rules:'''Don't be surprised if you get arrested for doing clock-work stuff.
|'''Metaprotections:'''
*The '''chaplain''' and '''curator''' know everything, and that ratvar himself is out-of-action for the foreseeable future.
*Elsewise, your characters can have a baseline knowledge of the cult, that they're as a baseline usually not immediately-aggressive, and more reactive then proactive.
* 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.
|-
|-
|'''Special Rules:'''  
|'''<big>Heretic!</big>'''
*Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea.
* Special Antag or CURATED.
*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.
|'''Description:'''
* Functionally PMS once called out, but, as you have nothing but advantages, you should keep trying to roleplay.
* You are a Heretic. You are a follower of the Mansus paths. Which one? That’s up to you.
*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.
* 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. There are many options, and amidst Antagonists, you actually have rather resilient Metaprotections. The Chaplain and Curator are not your friends.
|'''Special Rules:'''
* Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else.
* The Mask of Madness places you in a permanent mechanical state while worn.
*All Sickles are Confiscatable by security.
*Ascension isn't permitted.
|'''Metaprotections:'''
* Heretics are very esoteric things. While magic is something that’s left to the individual to believe in, men in ominous robes wearing visibly pulsating, glowing amulets are probably something worth being suspicious of. Obvious weapons can be confiscated, of course, such as Sickles, Carving Knives, etc.
* What Heretics are fully capable of isn't known outside of the curator/chaplain! What you see is what you get!
|-
|-
|'''<big>Malf AI!</big>'''
* ENABLED
|'''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.
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.
|'''Special Rules:'''
*Your “SSD” cyborg shells are open season. They aren’t protected by normal SSD rules.
*You cannot activate Combat Indicator, barring being in a shell. Escalate accordingly.
*Confirmed malfs, and their AI sat are a PMS locale.
*Don't try to rope in borgs on the Interlink.
*During the Doomsday countdown, every cyborg on the station, and you, are in a PMS.
*A Cyborg Factory is a guaranteed outing of a Malf AI if the CE, RD, Engineers, or Roboticists find it.
*You are allowed to blow up your own borgs, if they came out of a factory.
*<span style="color: red; font-size:150%">'''<u>YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.</u>'''</span>
|'''Metaprotections:'''
|'''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.
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.  


<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.
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.  


<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.
The RD and the CE are both allowed to be the ones that 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.  


<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!)
Equipment that has no business exploding, like scrubbers, holopads, or the booze-o-mat, or RCDs is a tell-tell sign that the AI is malfunctioning.
|
|-
|}
|'''<big>Obsessed!</big>'''
* ENABLED
|'''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.
|'''Special Rules:'''
*Yes you’re allowed to be obsessed as a head of staff.
|'''Metaprotections:'''
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. 


 
The Psychologist is theoretically your best friend and enemy for roleplay purposes.  
==Blob! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
!Disabled
|-
|'''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:'''
*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>
*You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke.
|-
|-
|'''<big>Wizard!</big>'''
* (Disabled: generally the abilities are too wide reaching, and alot of them are straight up unfair to everyone else when used)
|'''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.
|'''Special Rules:'''
*Do not use the Ghost Ritual.
*Do not stay on the Wizard Shuttle.
*Do not use the Wizard Events without Admin permission.
|'''Metaprotections:'''
|'''Metaprotections:'''
 
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic.  
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.
|}
|}
==Changeling! <span style="color: orange; font-size:135%">Station Threat</span>==
<center>


{| class="wikitable mw-collapsible" style="width:100%"
== MidRounds (Ghost Spawns)==
!Disabled (Opfor Only)


{| class="wikitable"
|+
!Antag Type:
!'''Description:'''
!'''Special Rules:'''
!'''Metaprotections:'''
|-
|-
|'''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).
|'''<big>Abductors!</big>''' {{anchor|Abductor}}
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.
<span style="color: orange; font-size:135%">Critical Threat</span>
Beyond your original appearance, you are very capable of mimicry, though these don’t necessarily influence your host personality. Certain hosts have such forceful personalities that you may as well be a convenient tool for their schemes, and even wish to continue their original goals instead.
|-
|'''Special Rules:''' 
* If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.
*Undeniable Proof of Changeling includes: Arm Blade, Tentacle Arm, Chitinous Armor, Ling Space Suit, Ling Shield, Horror Form, Digital Camo, Cryo Sting, Self-Revival, Regeneration, Unexplainable Fast Healing.
*Horror Forms are in a Permanently Mechanical state.
|-
|'''Metaprotections:'''
Everyone knows that changelings are real. Some people can deny this if they want. This far from organized space, they're less of a boogeyman and more of an accepted commonality.


|}
* Disabled (Not very good for roleplay, on account of their design, aswellas being generally impossible to stop without overwhelming force.)
* 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:'''
*Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea.
*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.
* Functionally PMS once called out, but, as you have nothing but advantages, you should keep trying to roleplay.
*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.
|'''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.


==Clockcult (OPFOR)==
<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.
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled (OPFOR ONLY)
|-
|'''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.  
<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.


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.
<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!)
|-
|-
|'''Special Rules''':
|'''<big>Blob!</big>''' {{anchor|Blob}}


Don't be surprised if you get arrested for doing clock-work stuff.
<span style="color: red; font-size:135%">PMS</span>
|-
|'''Metaprotections''':


*The '''chaplain''' and '''curator''' know everything, and that ratvar himself is out-of-action for the foreseeable future.
* Disabled (didn't really encourage RP at all)
*Elsewise, your characters can have a baseline knowledge of the cult, that they're as a baseline usually not immediately-aggressive, and more reactive then proactive.
* 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.
* 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.
|'''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:'''
*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>
*You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke.
|'''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.
|-
|-
|}
|'''<big>Contractor!</big>''' {{anchor|Contractor}}
==Contractor!==
* CURATED
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
|'''Description:'''  
!Disabled
|-
|'''Description''':


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.  
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.
*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.
*Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status.
*Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status.
*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.
|'''Metaprotections:'''
'''None''': everyone knows what the [[Contraband|Contractor gear]] is, and whom uses it: Syndicate Contractors.
|-
|-
|'''Cortical Borer!''' {{anchor|Borer}}
<span style="color: red; font-size:135%">PMS</span>


|'''Metaprotections''':  
(Disabled: lack of ability to influence the station, coupled with being essentially impossible to get rid of once they get a single willing host)


None: everyone knows what the [https://wiki.Nova Sector13.space/index.php/Contraband gear] is, and whom uses it, syndicate contractors.  
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.
|}
==Cortical Borer! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
{| class="mw-collapsible mw-collapsed wikitable" style="width:100%"
!disabled
|-
|'''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 are PMS at all times. You do not need to CI. No one needs to CI vs you.
* You do not need to roleplay prior to infestation.
* You do not need to roleplay prior to infestation.
*You should keep to opt-in "inconvenience" targets.
*You should keep to opt-in "inconvenience" or worse targets.
|-
|'''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.
|'''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.
|-
|}
== Fugitives / The Hunters ==
{| class="wikitable mw-collapsible" style="width:100%" {|
!Enabled
|-
|-
|'''Fugitives / The Hunters''' {{anchor|Fugitive}}{{anchor|Bounty Hunter}}{{anchor|Waldo}}
* ENABLED
|'''Description:'''
|'''Description:'''
The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail.
The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail.


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.  
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''' (Per Type):
|'''Special Rules''' (Per Type):
'''Fugitives:'''
'''Fugitives:'''


*NT prisoner: Escaped convicts, naturally, they probably don't care to much about committing a few more crimes.
*NT prisoner: Escaped convicts.
*Waldo: Where is he?
*Waldo: Where is he?
* Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you.
* Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you.
Line 306: Line 283:
'''Hunters:'''  
'''Hunters:'''  


*'''Spacepol''': You are the law, and you've some arrests to make, remind everyone the station isn't above Solgov authority: '''die in a shootout with Waldo.'''
*'''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']
*'''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.
*'''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:'''
|'''Metaprotections:'''
The station knows very-little about either side, and unless an announcement is made, shouldn't treat this as a 'common occurrence.'
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!  
Though; they are welcome to notice the famous [Bounty Hunters] on station!  
|}
|-
 
|'''Hostile Data Entities / Cyber Police''' {{anchor|Bitghost}}
==Heretic! ==
<span style="color: red; font-size:135%">PMS</span>
{| class="wikitable mw-collapsible" style="width:100%"


!Disabled (OPFOR Only)
* ENABLED
|-
|'''Description:'''  
|'''Description:'''  
* You are a Heretic. You are a follower of the Mansus paths. Which one? That’s up to you.
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.
* 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. There are many options, and amidst Antagonists, you actually have rather resilient Metaprotections. The Chaplain and Curator are not your friends.
|-
|'''Special Rules:'''
|'''Special Rules:'''
* Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else.
*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.
* The Mask of Madness places you in a permanent mechanical state while worn.
*All Sickles are Confiscatable by security.
*Ascension isn't permitted.
|-
| '''Metaprotections:'''
* Heretics are very esoteric things. While magic is something that’s left to the individual to believe in, men in ominous robes wearing visibly pulsating, glowing amulets are probably something worth being suspicious of. Obvious weapons can be confiscated, of course, such as Sickles, Carving Knives, etc. What Heretics are fully capable of is fully known.
* Now go stick your hand in a tear in reality.
|}
 
==Hostile Data Entities / Cyber Police <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
{{anchor|Data Entity}}{{anchor|Cyber Police}}
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled
|-
|'''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.
|-
|'''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.  


*The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure.
*The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure.


* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them '''dead''' and '''gone''', not vegetatively immobile.
* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them '''dead''' and '''gone''', not vegetatively immobile.
* You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP.
*You are unaware you're virtual code. The entire simulation is real to you.
*Cyber Police are aware they are virtual, and are the computer's response to the hostile intrusion.


*If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin.
*If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin.
|-
|'''Metaprotections:'''
|'''Metaprotections:'''
None. You are just another hostile program in a virtual domain full of hostile programs.
None. You are just another hostile program in a virtual domain full of hostile programs.
|}
==Malf AI!==
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled
|-
|-
|'''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.
|'''<big>Nightmare!</big>''' {{anchor|Nightmare}}
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.
<span style="color: orange; font-size:135%">Station Threat</span>
|-
|'''Special Rules:'''
*Your “SSD” cyborg shells are open season. They aren’t protected by normal SSD rules.
*You cannot activate Combat Indicator, barring being in a shell. Escalate accordingly.
*Anyone touching your AI satellite is fair game.
*Cyborgs on the Interlink do not exist.
*During the Doomsday countdown, every cyborg on the station, and you, are in a PMS. There is fundamentally no time to discern between the good and bad in the moment, and the clock is ticking.
*Cyborgs cannot and should not ahelp if they are abruptly flashed/destroyed/locked during Doomsday, due to the aforementioned rule. This PMS ends with the Delta alert.
*A Cyborg Factory is a guaranteed outing of a Malf AI if the CE, RD, Engineers, or Roboticists find it.
*You are allowed to blow up your own borgs, if they came out of a factory.
*<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. But it is readily evident that it has been tampered with. It’s enough to cast suspicion at the AI, and lead to scrutiny. 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.
* ENABLED
 
|'''Description:'''
The RD and the CE are both allowed to be the ones that 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 is a tell-tell sign that the AI is malfunctioning. If every RCD explodes, the AI is definitely Malf.
|}
 
==Man Eaters! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span> ==
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
!Enabled
|-
|'''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:'''
* Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer.
 
* Do not chase anyone past a point where you can’t see your vines.
*If you spawn as a result of seeding, immediately beat the shit out of the nearest person.
*You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP. The vines don’t stop growing.
*Avoid goats.
|-
|'''Metaprotections:'''
You’re just a  plant.
|}
 
==Morphling! <span style="color: orange; font-size:135%">Station Threat*2</span>==
{| class="wikitable mw-collapsible" style="width:100%"
!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:'''
*For the sake of everyone’s sanity, don’t just rush the Silo.
*Eating people should be reserved for opt-in: round remove.
*After your presence is confirmed, the Armory is fair game.
*Don’t smash machinery just to eat the parts, unless that particular machine is being used against you.
* <span style="color: red">Do not morph into a BSA, DNA vault, or the Grav Gen.</span>
*Becomes PMS once they start eating (important stuff) or attacking crew.
|-
|'''Metaprotections:'''
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.
|}
==Nightmare! <span style="color: orange; font-size:135%">Station Threat</span>==
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled
|-
|'''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 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.  
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.
*Breaking APC’s shouldn't be your focus, you care about lights, not power usage.
*Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State.
*Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State.
*You are literally a horror from another plane that is naturally malevolent towards light and those that use it.
*You are literally a horror from another plane that is naturally malevolent towards light and those that use it.
*People who insist on shining light on you while emoting can’t complain if you stab them for it.
*People who insist on shining light on you while emoting can’t complain if you stab them for it.
|-
|'''Metaprotections:'''
|'''Metaprotections:'''
Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends:   
Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends:   
Line 452: Line 329:
* They burn really, really well.
* They burn really, really well.
* Surprisingly sentient.
* Surprisingly sentient.
|}
|-
|'''Man Eaters!''' {{anchor|Kudzu}}{{anchor|Man Eater}}
<span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>


==Obsessed!==
* Technically ENABLED, they're in vines sometimes
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
|'''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:'''
* Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer.


!Enabled
* Do not chase anyone past a point where you can’t see your vines.
*You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP.
|'''Metaprotections:'''
You’re just a  plant.
|-
|-
|'''Description:'''  
|'''<big>Morphling!</big>''' {{anchor|Morph}}{{anchor|Morphling}}
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.
<span style="color: orange; font-size:135%">Critical Threat</span>
|-
|'''Special Rules:'''
*Yes you’re allowed to be obsessed as a head of staff.
|-
|'''Metaprotections:'''


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.   
* 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.   


The Psychologist is theoretically your best friend and enemy for roleplay purposes.  
Fortunately, what you can consume is “Anything that isn’t bolted to the floor.” 
|}


==Revenant! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
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.
{| class="wikitable mw-collapsible" style="width:100%"
|
!Enabled
'''Special Rules:'''
*For the sake of everyone’s sanity, don’t just rush the Silo.
*Eating people should be reserved for opt-in: round remove.
*Don’t smash machinery just to eat the parts, unless that particular machine is being used against you.
* <span style="color: red">Do not morph into a BSA, DNA vault, or the Grav Gen.</span>
*Becomes PMS once they start eating (important stuff) or attacking crew.
|'''Metaprotections:'''
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.
|-
|-
|'''<big>Revenant!</big>''' {{anchor|Revenant}}
<span style="color: red; font-size:135%">PMS</span>
* ENABLED
|'''Description:'''
|'''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’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.  
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.
* You can subtle (hearable) while not manifested, as well as view exploitable information as well.
* 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.
* 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.
|-
|'''Metaprotections:'''
|'''Metaprotections:'''
The Curator and Chaplain both have complete knowledge of what you are and what you’re capable of, and just as well, the Chaplain can, will, and should hunt you down.  
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.  


Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it. Aside from scattering ashes, however, the Curator and Chaplain, as well as CC, are the only people who know a Revenant’s weaknesses… besides just shooting them.
Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it.  
|}
|-
|'''<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)<span style="color: red; font-size:135%">PMS</span>


==Space Dragon! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
what it needs: like, way to much, pretty much a redo
{| class="mw-collapsible mw-collapsed wikitable" style="width:100%"
|'''Description:'''  
!disabled
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.
|-
|'''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.
|-
|'''Special Rules:'''
|'''Special Rules:'''
*<span style="color: red">Don’t go on the Emergency Shuttle.</span>
*<span style="color: red">Don’t go on the Emergency Shuttle.</span>
Line 503: Line 393:
*Dead carp are a valid source of health.
*Dead carp are a valid source of health.
*You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock.
*You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock.
|-
|'''Metaprotections:'''
|'''Metaprotections:'''
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.  
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.  
|-
|-
|}
|'''<big>Space Pirates!</big>''' {{anchor|Pirate}}
==Space Pirates! <span style="color: orange; font-size:135%">Station Threat*2</span>==
* CURATED
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
 
!Depreciated pending rework
<span style="color: orange; font-size:135%">Critical Threat</span>
|-
|'''Description:'''
|'''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.
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 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.
Line 521: Line 407:
*/Just because you can sell crew, doesn't mean you should./
*/Just because you can sell crew, doesn't mean you should./
*No, the 'space IRS' is not a government entity, no they are not from solfed, or NT.
*No, the 'space IRS' is not a government entity, no they are not from solfed, or NT.
|-
|'''Metaprotections:'''
|'''Metaprotections:'''
none; you literally come fresh with a massive announcement telling everyone you're here for a fight.  
none; you literally come fresh with a massive announcement telling everyone you're here for a fight.  
|}
== Space Ninja==
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
!Disabled
|-
|-
|'''Description:'''  
|'''<big>Space Ninja</big>''' {{anchor|Ninja}}{{anchor|Space Ninja}}<big>Enabled.</big>
|'''Description:'''
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.  
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.  
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 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.  
|-
|'''Special Rules:'''
|'''Special Rules:'''
*If you get a bomb objective for atmos/engineering(near the SM), ahelp to get a different one.
*If you get a bomb objective for atmos/engineering(near the SM), ahelp to get a different one.
Line 539: Line 419:
* You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands.
* You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands.
*Ninjas should not vent the entire station. It can be considered griefing.
*Ninjas should not vent the entire station. It can be considered griefing.
|-
|'''Metaprotections:'''
|'''Metaprotections:'''
* Security has full knowledge of your equipment.
* Security has full knowledge of your equipment.
* Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC.  
* Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC.
* You’re going to be considered a threat, even if you ''do'' say you’re here to protect someone.
* 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')
 
<span style="color: red; font-size:135%">PMS</span>


==Spiders! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
What they need: really just to not make more player controlled ones, that's the biggest thing.
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
|'''Description:'''
! Disabled
|-
|'''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.
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.
*You are a simple animal. Technology is completely foreign to you. Behave as a spider would.
*Do not drag welders, or water tanks.
*Do not drag welders, or water tanks.
*You are allowed to break heaters.
*You are allowed to break heaters.
|-
|'''Metaprotections:'''
|'''Metaprotections:'''
*You are a spider. People know everything about you.
*You are a spider. People know everything about you.
*People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.
*People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.
|}
|}
 
<center>
 
<center><center>
==Traitor!==
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled
|-
|'''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, you're here with a goal, and likely, not one they ever expected you to complete.
|-
|'''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.
*If you want to do something targeting a player in specific, a department at large, or the station at large outside of your objectives, make an opfor, else-wise, opfors are only required for actions of high-intensity.
**(see: breaking into engineering and stealing the protolathe), where as low intensity (emagging into engineering and printing jaws) doesn't.
*Regardless of having very-forward objectives, you should be trying to generate as much RP as you can while doing them, even something as simple as 'steal the hand tele' can have a story spark from it with a bit of effort.
|-
|'''Metaprotections:'''
[https://wiki.NovaSector13.space/w/index.php/Contraband HERE]
 
if it's not in contraband, it's either not illegal, or else-wise unknown, and should be treated as it appears.
|}
 
==Wizard!==
{| class="wikitable mw-collapsible mw-collapsed"
!Disabled
|-
|'''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.
|-
|'''Special Rules:'''
*Do not use the Ghost Ritual.
*Do not stay on the Wizard Shuttle.
*Do not use the Wizard Events without Admin permission.
|-
|'''Metaprotections:'''
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic.
|}
{{Rules table}}
{{Rules table}}
[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 16:56, 5 March 2025

Nova Sector policies
Return to policies page

Nova Sector Antagonist Policy

Good Faith

Good Faith should be starting point of your interactions; while they won't always go how you want, it's important to always be trying your best to focus on creating roleplay where possible, even in dire circumstances! This doesn't mean you have to ignore the mechanics on the game, be that fixing a girder, or getting in a fight, just that you shouldn't be playing this role, or any other with the sole-intention of putting roleplay in second-place!

General Rulings:

  • Antagonists should not be hijacking/attacking the escape shuttle without admin-permission.
  • 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.
  • 'Wildcard,' so to say, self assigned objectives are non-binding, and not considered valid unless approved by staff.
  • Antags are required to have an approved opfor before converting anyone, regardless of manner used.
    • Yes, this applies to hypnosis, emagging borgs, or anything that puts a player controlled mob on your side outside of holoparasites, and simian backup (the monkeys)
  • No exfiltration via leaving station Z or admin intervention; you're in for the long-haul.

Current Opfor Standards:

Important Notes:
  • Your explanations for the objectives should be as straightforward to read as possible.
  • Explain your limits, the intent on how to do it, ETC in the objective descriptions so staff aren't caught out of left-field when your 'kill the HoS' objective suddenly becomes mass-bomb the brig incase the HoS is in there.
Staff-side requirements:
  • Group opfors are allowed, as long as the they serve the intention of the gimmick, and the group involvement isn't within the range for powergaming. (EX: You shouldn't have a 5 man opfor to kill one sec off, where everyone gets s-carp)
Currently blocked requests:
  • Heretic / Heretical Book (without approved whitelist)
  • Simple Mobs and otherwise pure PMS entities
  • The following roundstart antags, (Blood Brother, Malf-AI without changes)
  • Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.
  • Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Abductors.
  • Nuke-ops / Clownops

Opt-In

Opt-In Prefs

  • No means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences or circumstance.
  • Yes - Inconvenience applies to antagonists and their objectives, namely being kidnapped or cuffed either by objective or circumstance.
  • 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.
  • Yes - Round-removal is much the same: it lets people know you're alright with round-removal in most situations. So if you walk into a bomb threat you should expect they won't even try to not gib you.

For The Antag:

You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?

  • As said above, you want to keep opt-in's in mind, this doesn't mean you can't wack the opt-in no engineer who just walked in on your murder, but it does mean you shouldn't kill them, just to steal their jaws so you can break into medical faster.
  • Above anything else, before and after this, you want to avoid damaging large-swathes of the station for 1-2 targets.

So what can I do?!

  • 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!

PMS / Station Threat / Metaprotection:

Permanent Mechanical State

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.

However: If both/all sides in a situation start roleplaying, default CI rules will return until either a fight starts or the PMS threat 'disengages' (teleports/runs or w/e, thus, putting themselves back into PMS).

Permanent mechanical state is only granted to:

  • People teleporting away from violent situations/ attempts to roleplay.
  • Elsewise, people who have been in repeated violent engagements and escaped after. (Think: changeling attacking the brig three times.)
  • Non-carbon/non-silicon/Special-Circumstance Antags, (xenomorphs, spiders, space dragons, blob, cortical borers, revenant, confirmed-abductors without disguise, man-eaters, morphlings.) unless stated else-wise further down.
  • Heretics with the Mask Of Madness on, or else-wise, Ascended / Actively ascending.

Station Threat:

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.'

So-to-say, they are completely fair game for the crew to target.

Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.

'Cannot Seek' roles

These are jobs/roles that while they can react to a station threats if the threat happens to come to them, cannot actively seek out the threat itself. (these limitations do not apply to any critical threats.)

General Roster

Antag Type: Description: Special Rules: Metaprotections:
Traitor!
  • ENABLED
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.

You're here with a goal, and likely, not one they ever expected you to complete.

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.
  • 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.
Metaprotections: HERE

If it's not in contraband, it's an unknown and should be treated as it appears.

Changeling! Station Threat
  • ENABLED
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).

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.

Beyond your original appearance, you are very capable of mimicry, though these don’t necessarily influence your host personality.

Special Rules:
  • If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.
  • The changeling starts with a massive advantage above the crew in general you as the changeling should be sure to keep yourself, and your equipment/items within reason ability for the crew to be able to handle you.
    • ala, don't powergame, don't go out of your way to stack additional advantages ontop of your headstart.
  • Undeniable Proof of Changeling includes: Arm Blade, Tentacle Arm, Chitinous Armor, Ling Space Suit, Ling Shield, Horror Form, Digital Camo, Cryo Sting, Self-Revival, Regeneration, Unexplainable Fast Healing.
  • Horror Forms are PMS.
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!
Clockcult

(OPFOR)

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.

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.

Special Rules:Don't be surprised if you get arrested for doing clock-work stuff. Metaprotections:
  • The chaplain and curator know everything, and that ratvar himself is out-of-action for the foreseeable future.
  • Elsewise, your characters can have a baseline knowledge of the cult, that they're as a baseline usually not immediately-aggressive, and more reactive then proactive.
  • 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.
Heretic!
  • Special Antag or CURATED.
Description:
  • You are a Heretic. You are a follower of the Mansus paths. Which one? That’s up to you.
  • 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. There are many options, and amidst Antagonists, you actually have rather resilient Metaprotections. The Chaplain and Curator are not your friends.
Special Rules:
  • Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else.
  • The Mask of Madness places you in a permanent mechanical state while worn.
  • All Sickles are Confiscatable by security.
  • Ascension isn't permitted.
Metaprotections:
  • Heretics are very esoteric things. While magic is something that’s left to the individual to believe in, men in ominous robes wearing visibly pulsating, glowing amulets are probably something worth being suspicious of. Obvious weapons can be confiscated, of course, such as Sickles, Carving Knives, etc.
  • What Heretics are fully capable of isn't known outside of the curator/chaplain! What you see is what you get!
Malf AI!
  • ENABLED
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.

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.

Special Rules:
  • Your “SSD” cyborg shells are open season. They aren’t protected by normal SSD rules.
  • You cannot activate Combat Indicator, barring being in a shell. Escalate accordingly.
  • Confirmed malfs, and their AI sat are a PMS locale.
  • Don't try to rope in borgs on the Interlink.
  • During the Doomsday countdown, every cyborg on the station, and you, are in a PMS.
  • A Cyborg Factory is a guaranteed outing of a Malf AI if the CE, RD, Engineers, or Roboticists find it.
  • You are allowed to blow up your own borgs, if they came out of a factory.
  • YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.
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.

The RD and the CE are both allowed to be the ones that 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-tell sign that the AI is malfunctioning.

Obsessed!
  • ENABLED
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.

Special Rules:
  • Yes you’re allowed to be obsessed as a head of staff.
Metaprotections:

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.

The Psychologist is theoretically your best friend and enemy for roleplay purposes.

Wizard!
  • (Disabled: generally the abilities are too wide reaching, and alot of them are straight up unfair to everyone else when used)
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.

Special Rules:
  • Do not use the Ghost Ritual.
  • Do not stay on the Wizard Shuttle.
  • Do not use the Wizard Events without Admin permission.
Metaprotections:

The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic.

MidRounds (Ghost Spawns)

Antag Type: Description: Special Rules: Metaprotections:
Abductors!

Critical Threat

  • Disabled (Not very good for roleplay, on account of their design, aswellas being generally impossible to stop without overwhelming force.)
  • 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:
  • Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea.
  • 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.
  • Functionally PMS once called out, but, as you have nothing but advantages, you should keep trying to roleplay.
  • 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.
Metaprotections:The Science department 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.

The Medical department: 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.

The Security department 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.

Everyone 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!)

Blob!

PMS

  • Disabled (didn't really encourage RP at all)
  • 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:
  • You are not allowed to spawn within a screen-length of Atmos, an Engine, the Icebox AI area, Grav Gen, or Toxins. OR DORMS.
  • You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke.
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.
Contractor!
  • CURATED
Description:

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:
  • 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.
  • Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status.
  • As per 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.
Metaprotections:

None: everyone knows what the Contractor gear is, and whom uses it: Syndicate Contractors.

Cortical Borer!

PMS

(Disabled: lack of ability to influence the station, coupled with being essentially impossible to get rid of once they get a single willing host)

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:
  • You are PMS at all times. You do not need to CI. No one needs to CI vs you.
  • You do not need to roleplay prior to infestation.
  • You should keep to opt-in "inconvenience" or worse targets.
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.
Fugitives / The Hunters
  • ENABLED
Description:

The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail.

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 (Per Type):

Fugitives:

  • NT prisoner: Escaped convicts.
  • Waldo: Where is he?
  • Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you.
  • Factory-error synths: [see spawntext]
  • Mr. Invisible: You go invisible, that's... about it.

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

PMS

  • ENABLED
Description:

You are a hostile data entity created in response to a network intrusion. You are created in the context of a 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.

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.
  • The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure.
  • Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them dead and gone, not vegetatively immobile.
  • If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin.
Metaprotections:

None. You are just another hostile program in a virtual domain full of hostile programs.

Nightmare!

Station Threat

  • ENABLED
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:
  • Breaking APC’s shouldn't be your focus, you care about lights, not power usage.
  • Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State.
  • You are literally a horror from another plane that is naturally malevolent towards light and those that use it.
  • People who insist on shining light on you while emoting can’t complain if you stab them for it.
Metaprotections:

Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends:

  • Hates lights.
  • Being attacked by them breaks the lights on your person.
  • They have near-magical powers when in total darkness.
    • Only science knows you can transplant the organs to steal said powers.
  • They burn really, really well.
  • Surprisingly sentient.
Man Eaters!

PERMANENT MECHANICAL STATE

  • 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:

  • Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer.
  • Do not chase anyone past a point where you can’t see your vines.
  • You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP.
Metaprotections:

You’re just a plant.

Morphling!

Critical Threat

  • 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:

  • For the sake of everyone’s sanity, don’t just rush the Silo.
  • Eating people should be reserved for opt-in: round remove.
  • Don’t smash machinery just to eat the parts, unless that particular machine is being used against you.
  • Do not morph into a BSA, DNA vault, or the Grav Gen.
  • Becomes PMS once they start eating (important stuff) or attacking crew.
Metaprotections:

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.

Revenant!

PMS

  • ENABLED
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:
  • You can subtle (hearable) while not manifested, as well as view exploitable information as well.
  • 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.
Metaprotections:

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.

Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it.

Space Dragon!

(Disabled: There's like, nothing here that encourages RP, from the arbitrary timer-until-you're-fucked, to the carpswarm)PMS

what it needs: like, way to much, pretty much a redo

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.

Special Rules:
  • Don’t go on the Emergency Shuttle.
  • Protect your portals closely, residing nearby them as much as you can.
  • You are smart enough and old enough to know that most other races don’t like being exposed to space.
  • Dead carp are a valid source of health.
  • You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock.
Metaprotections:

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.

Space Pirates!
  • CURATED

Critical Threat

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:
  • 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 shouldn't just rush the armory/the SM, and should primarily focus on 'establishing contact', or else-wise, getting that loot.
  • /Just because you can sell crew, doesn't mean you should./
  • No, the 'space IRS' is not a government entity, no they are not from solfed, or NT.
Metaprotections:

none; you literally come fresh with a massive announcement telling everyone you're here for a fight.

Space Ninja Enabled. Description:

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. 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.

Special Rules:
  • If you get a bomb objective for atmos/engineering(near the SM), ahelp to get a different one.
  • It is standard procedure to incarcerate and more likely kill a Ninja as soon as their presence is made known.
  • You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands.
  • Ninjas should not vent the entire station. It can be considered griefing.
Metaprotections:
  • Security has full knowledge of your equipment.
  • Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC.
  • You’re going to be considered a threat, even if you do say you’re here to protect someone.
Spiders!
  • (Disabled: Same issues as space dragon, not alot of RP, but a whole lot of 'killing people at random while constantly expanding')

PMS

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:
  • You are a simple animal. Technology is completely foreign to you. Behave as a spider would.
  • Do not drag welders, or water tanks.
  • You are allowed to break heaters.
Metaprotections:
  • You are a spider. People know everything about you.
  • People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.