Antagonist Policy: Difference between revisions
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= Nova Sector Antagonist Policy = | = Nova Sector Antagonist Policy = | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+{{Goodfaith}} | ||
| | | | ||
=== General Rulings: === | === General Rulings: === | ||
* Antagonists | * 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. | * 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. | * '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. | * 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 | ** 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. | ||
|- | |- | ||
| | | | ||
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===== <big>Staff-side requirements:</big> ===== | ===== <big>Staff-side requirements:</big> ===== | ||
*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) | |||
*Group opfors are allowed, as long as the they serve the intention of the gimmick, and the group involvement isn't | |||
====== Currently blocked requests: ====== | ====== Currently blocked requests: ====== | ||
* '''Heretic / Heretical Book (without approved whitelist)''' | * '''Heretic / Heretical Book (without approved whitelist)''' | ||
* '''Simple Mobs and otherwise pure PMS entities''' | * '''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.''' | * '''Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.''' | ||
*'''Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders | *'''Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Abductors.''' | ||
*'''Nuke-ops / Clownops''' | *'''Nuke-ops / Clownops''' | ||
|- | |- | ||
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'''You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?''' | '''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 | * 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 | * 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?! ==== | ==== So what can I do?! ==== | ||
* Damage an area, as long as said damage is specifically related to the objective. | * 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! | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
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* Disabled (Not very good for roleplay, on account of their design, aswellas being generally impossible to stop without overwhelming force.) | * 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. | |'''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. | 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. | ||
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* Disabled (didn't really encourage RP at all) | * 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. | |'''Description:'''You are a Blob, or Blobbernaught. You are a somewhat sentient, indifferent living infection that has taken root on the station. Deceptively intelligent, you have one singular goal. Spread your infection and grow as big and as fast as possible. You are completely capable of reacting to threats in clever ways, though most of them just involve changing your strain accordingly. All that matters is that you grow. As a Blobbernaught, you have a simple goal. Protect the Overmind by violently murdering its assailants. | ||
|'''Special Rules:''' | |'''Special Rules:''' | ||
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(Disabled: lack of ability to influence the station, coupled with being essentially impossible to get rid of once they get a single willing host) | (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. | |'''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:''' | ||
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<span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span> | <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span> | ||
* Technically ENABLED | * Technically ENABLED, they're in vines sometimes | ||
|'''Description:''' | |'''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. | 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. | ||
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|'''<big>Space Dragon!</big>''' {{anchor|Dragon}} | |'''<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> | (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> | ||
what it needs: like, way to much, pretty much a redo | |||
|'''Description:''' | |'''Description:''' | ||
You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet. | You are 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. | ||
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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. | ||
|- | |- | ||
|'''<big>Space Ninja</big>''' {{anchor|Ninja}}{{anchor|Space Ninja}} | |'''<big>Space Ninja</big>''' {{anchor|Ninja}}{{anchor|Space Ninja}}<big>Enabled.</big> | ||
|'''Description:''' | |'''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. | ||
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<span style="color: red; font-size:135%">PMS</span> | <span style="color: red; font-size:135%">PMS</span> | ||
What they need: really just to not make more player controlled ones, that's the biggest thing. | |||
|'''Description:''' | |'''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. |
Latest revision as of 16:56, 5 March 2025
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 StateThe 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:
|
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' rolesThese 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!
|
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:
|
Metaprotections: HERE
If it's not in contraband, it's an unknown and should be treated as it appears. |
Changeling! Station Threat
|
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:
|
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:
|
Heretic!
|
Description:
|
Special Rules:
|
Metaprotections:
|
Malf AI!
|
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:
|
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!
|
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:
|
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!
|
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:
|
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
|
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:
|
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
|
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:
|
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!
|
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:
|
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:
|
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
|
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:
Hunters:
|
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
|
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:
|
Metaprotections:
None. You are just another hostile program in a virtual domain full of hostile programs. |
Nightmare!
Station Threat
|
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:
|
Metaprotections:
Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends:
|
Man Eaters!
PERMANENT MECHANICAL STATE
|
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:
|
Metaprotections:
You’re just a plant. |
Morphling!
Critical Threat
|
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:
|
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
|
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:
|
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:
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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!
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:
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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:
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Metaprotections:
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Spiders!
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:
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Metaprotections:
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