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=== General Rulings: ===
=== General Rulings: ===
* Antagonists should not be hijacking/attacking the escape shuttle without admin-permission.
* 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.
* 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.
* Conversion requires there to be atleast double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holopara, or simian back up)
* 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.
* Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so.
* Conversion requires there to be at least double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holoparasite, or simian back up)
* Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so. You should not be attempting to force the round to end quickly via sabotage, massive destruction of the station, or total destruction.
* If you roll an antagonist that is not on this list, ahelp to inform staff.  
* If you roll an antagonist that is not on this list, ahelp to inform staff.  
* If a antagonist in the roster below does not have any metaprotections listed, it has none.
* Do not exfiltrate without a approved OPFOR or ahelp, you're in it for the long run.
'''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?'''


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* 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.
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!
!
=== PMS / Station Threat / Metaprotection:{{anchor|PMS}} ===
=== PMS / Station Threats:{{anchor|PMS}} ===
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* The state in which waiting the usual time for CI isn't required, and anyone under it can be attacked immediately as CI is flagged up, this includes anyone with an AOE passive effect on others (mask of madness, syndicate mood-draining-module, or people who have shown the ability to teleport away from situations.)
* The state in which waiting the usual time for CI isn't required, and anyone under it can be attacked immediately as CI is flagged up, this includes anyone with an AOE passive effect on others (mask of madness, syndicate mood-draining-module, or people who have shown the ability to teleport away from situations.)
* If an RP situation comes up, while they're PMS, PMS is suspended until mechanics start again.
* If an RP situation comes up, while they're PMS, PMS is suspended until mechanics start again.  
|-
|-
|
|
=== Station Threat: ===
=== 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.'
A station threat is an antag who any player can: hunt, pursue, or elsewise try to kill, without the pursuer needing to worry about valid hunting rules. This is to say they are completely free game for the crew to target.  


So-to-say, they are completely fair game for the crew to target.
Station threats are still protected by CI policy, unless they are in a permanent mechanical state. Note that some antagonists start as station threats out the gate. However,


For EX:  
For EX:  


* any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.
* Any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.
* any threat, or person which wipes out either the entire, or the majority of the present security force.
* Any threat, or person which wipes out either the entire, or the majority of the present security force.
|}
|}


== General Roster ==
== General Antagonist Roster ==
{| class="wikitable"
{| class="wikitable"
|+
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=== Threats From Within ===
=== Threats From Within ===


* <big>Traitor!</big>
* <big>Traitor</big>
* <big>Changeling!</big>
* <big>Changeling (''Station Threat'')</big>
* <big>Malf AI!</big>
* <big>Malf AI (''Station Threat'')</big>
* <big>Obsessed!</big>
* <big>Obsessed</big>
* <big>Blood Brothers</big>
|'''Description:'''You are a ne'er do well, a criminal, a contractor, or else-wise just a person who's offered to do an easy job for a years pay, whatever the case.
|'''Description:'''You 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.
You're here with a goal, and likely, not one they ever expected you to complete.
|'''Special Rules:'''
|'''Special Rules:'''
*Most of your actions should be focused around your objectives, or the people directly related to them, you should be keeping opt-in status' in mind aswell. Remember! RP is the focus, and even if the objective could be done with no witness' you should aim to generate some RP around the event itself.
*Malf AI: Ahelp to Doomsday. In addition, you're not able to CI in many cases of the things you do. Keep in mind rule 5.  
*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:'''
|
* '''Traitor:''' Everything can be identified within context if it's not a item known by Nanotrasen (see; corporate regs.)
* '''Changeling:''' You're a well known threat to the station, any showing of your powers is going to put you at the top of the list for threats.
* '''Malf AI:''' Research, Engineering, and the Captain can identify the more subtle signs. Otherwise, anyone can call it out if you're being less than subtle.
* '''Blood Brothers:''' Follow Traitor gudelines.
|-
|-
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* <big>Clock Cultist</big>
* <big>Clock Cultist</big>
* <big>Heretic</big>
* <big>Heretic</big>
|'''Description:''' You are a worshipper of dark arts.  
|'''Description:''' You are a worshipper of arts that can only be explained through the conclusion that magic exists. Your goal is to satisfy your masters and further your arcane knowledge.  
|'''Special Rules:'''
|'''Special Rules:'''
* If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.
* Heretics and Clock Cultists cannot ascend.  
* 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.
|'''Metaprotections:'''
** ala, don't powergame, don't go out of your way to stack additional advantages ontop of your headstart.
* '''Heretic:''' You're an esoteric thing, not many people worship your specific deity. Don't be surprised if you start doing a bunch of very obvious things (tearing open rifts, using powers, etc.) and people call it out.
*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!
|-
|-
|
|
=== '''External Threats''' ===
=== '''External Threats''' ===


* Blob
* <big>Blob (''PMS and Station Threat'')</big>
* Cortical Borer (Disabled pending changes)
* <big>Contractor</big>
* Contractor
* <big>Fugitives/Hunters</big>
* Fugitives/Hunters
* <big>Lone Infiltrator</big>
* Nightmare
* <big>Nightmare</big>
* Morph
* <big>Morph</big>
* Revenant
* <big>Revenant</big>
* Space Pirates
* <big>Space Pirates (S''tation Threat'')</big>
* Space Ninja
* <big>Space Ninja</big>
* <big>Spy</big>
* <big>Voidwalker</big>
* <big>Space Changeling</big>
* <big>Alien Infestation (PMS and Station Threat)</big>


|'''Description:'''You are a cultist of Ratvar, the Clockwork Justicar. Your God is Dead, but yet He still Lives; it is your work to serve Him as one of His remaining loyalists. Your God's corpse sleeps in His city of Reebe, but through rite and ritual, you may yet wake Him; and bring Him here for war to live again.
|'''Description:''' You're not of this station. The people here aren't familiar, but you still have a job to do, whether it be from a master of some kind.  
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:'''
|'''Special Rules:'''
* Don't be surprised if you get arrested for doing clock-work stuff.
*Blob: Do not spawn near or adjacent to the engine room atmospherics, or ordinance.
* Clock cult has not been maintained in some time, there may be bugs that staff cannot fix. Use the role with caution.
*Nightmare: Do not attempt to sabotage the engine.
*Morph: Do not take the form of large sprites such as the BSA, DNA Vault, etc. In addition, they shouldn't be immediately rushing for the ore silo.
*Space Ninja: If your objectives are overly griefy (space most of the station, mass sabotage, etc) Ahelp to have staff help you fix them. You can very quickly be placed into PMS if you're teleporting constantly.
|'''Metaprotections:'''
|'''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.
* '''Nightmare:''' Most people know you hate light and can regenerate in the dark.
* 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.
* '''Space Changeling:''' Follow Changeling metaprotections above.
|-
|-
|
|
* Special Antag or CURATED.
=== Event Threats ===
|'''Description:'''
|'''Description:''' Events run by administrators and other staff.  
* 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:'''
|'''Special Rules:'''
* Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else.
* The staff running the event antagonist will set the rules. Listen to what they say.  
* The Mask of Madness places you in a permanent mechanical state while worn.
|'''Metaprotections:'''  
*All Sickles are Confiscatable by security.
* Set by administrators, assume none.  
*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!
|}
|}
<center>


== MidRounds (Ghost Spawns)==
== Sandbox Antagonists ==


=== What is a Sandbox Antagonist? ===
Sandbox antagonists are our idea of trying to promote higher roleplay in Antagonists by offering engagement with known professional and high quality actors within the community. In particular, having high performing and creative individuals behind the Antagonist wheel ensures that we have better experiences and opportunities for character development with the average crewmember. This role, compared to a traditional rolled antagonist, is expected to be some of the highest performing role players on the server that create memorable and fun experiences for other players.
{| class="wikitable"
{| class="wikitable"
|+
|-
!Antag Type:
|
!'''Description:'''  
=== '''Sandbox Antagonists Roster''' ===
!'''Special Rules:'''
 
!'''Metaprotections:'''
* <big>Lone Infiltrator</big>
* <big>Contractor</big>
* <big>Space Ninja</big>
* <big>Heretic</big>
* <big>Clock Cultist</big>
* <big>Traitor</big>
* <big>Changeling</big>
* <big>Malf Borg/AI</big>
 
|'''Requirements:'''
* Members of this go through an online application process on the discord. Approval will add a note to your ckey that can be used to redeem at any time and is reusable.
* The character that is applied should have a detailed backstory on how/why they are in this role, with an additional caveat if they are a station character as to why they are
* Players that apply for this must be in good standing on the server.
* While not required, we'd like to see interesting gimmicks and ideas for this area.
* You are not limited to only playing the antagonists on the left side, however you are restricted to using these as the "base" of your idea. If you have a unique idea that might not fit into these categories, you're welcome to present it in an application.
|'''Rules:'''
* Keep in mind rule 5. If your objective is to just do some low key rp with someone, that's fine, but you shouldn't see a already hectic situation and decide to pour more gasoline on it. This goes doubly if you decide your gimmick is going to be violent on shifts where there is a low population or security presence.
* Don't spam it. Try to limit use to every few days.
* You can apply with as many characters as you want, but approved Antagonist token characters are barred from Security, Command, and Double Agent roles.
* There is a higher standard for roleplay with this, we expect high amounts of good faith with this. Try not to do the same gimmick every time.
* While you still are beholden to the general antagonist rules, you are given complete freedom in terms of what you want to do outside of that.
|}
|}
<center>
<center><center><center>
<center><center>
<center><center>
{{Rules table}}
{{Rules table}}
[[Category:Rules]]
[[Category:Rules]]

Revision as of 02:10, 24 April 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.
  • 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.
  • Conversion requires there to be at least double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holoparasite, or simian back up)
  • Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so. You should not be attempting to force the round to end quickly via sabotage, massive destruction of the station, or total destruction.
  • If you roll an antagonist that is not on this list, ahelp to inform staff.
  • If a antagonist in the roster below does not have any metaprotections listed, it has none.
  • Do not exfiltrate without a approved OPFOR or ahelp, you're in it for the long run.

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 below, 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.
  • Target sec when they show up, as they're always opted in.
  • Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said.

Opt-In

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.

PMS / Station Threats:

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, this includes anyone with an AOE passive effect on others (mask of madness, syndicate mood-draining-module, or people who have shown the ability to teleport away from situations.)
  • If an RP situation comes up, while they're PMS, PMS is suspended until mechanics start again.

Station Threat:

A station threat is an antag who any player can: hunt, pursue, or elsewise try to kill, without the pursuer needing to worry about valid hunting rules. This is to say they are completely free game for the crew to target.

Station threats are still protected by CI policy, unless they are in a permanent mechanical state. Note that some antagonists start as station threats out the gate. However,

For EX:

  • Any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.
  • Any threat, or person which wipes out either the entire, or the majority of the present security force.

General Antagonist Roster

Antag Type: Description: Special Rules: Metaprotections:

Threats From Within

  • Traitor
  • Changeling (Station Threat)
  • Malf AI (Station Threat)
  • Obsessed
  • Blood Brothers
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:
  • Malf AI: Ahelp to Doomsday. In addition, you're not able to CI in many cases of the things you do. Keep in mind rule 5.
Metaprotections:
  • Traitor: Everything can be identified within context if it's not a item known by Nanotrasen (see; corporate regs.)
  • Changeling: You're a well known threat to the station, any showing of your powers is going to put you at the top of the list for threats.
  • Malf AI: Research, Engineering, and the Captain can identify the more subtle signs. Otherwise, anyone can call it out if you're being less than subtle.
  • Blood Brothers: Follow Traitor gudelines.

Magical Threats

  • Clock Cultist
  • Heretic
Description: You are a worshipper of arts that can only be explained through the conclusion that magic exists. Your goal is to satisfy your masters and further your arcane knowledge. Special Rules:
  • Heretics and Clock Cultists cannot ascend.
Metaprotections:
  • Heretic: You're an esoteric thing, not many people worship your specific deity. Don't be surprised if you start doing a bunch of very obvious things (tearing open rifts, using powers, etc.) and people call it out.

External Threats

  • Blob (PMS and Station Threat)
  • Contractor
  • Fugitives/Hunters
  • Lone Infiltrator
  • Nightmare
  • Morph
  • Revenant
  • Space Pirates (Station Threat)
  • Space Ninja
  • Spy
  • Voidwalker
  • Space Changeling
  • Alien Infestation (PMS and Station Threat)
Description: You're not of this station. The people here aren't familiar, but you still have a job to do, whether it be from a master of some kind. Special Rules:
  • Blob: Do not spawn near or adjacent to the engine room atmospherics, or ordinance.
  • Nightmare: Do not attempt to sabotage the engine.
  • Morph: Do not take the form of large sprites such as the BSA, DNA Vault, etc. In addition, they shouldn't be immediately rushing for the ore silo.
  • Space Ninja: If your objectives are overly griefy (space most of the station, mass sabotage, etc) Ahelp to have staff help you fix them. You can very quickly be placed into PMS if you're teleporting constantly.
Metaprotections:
  • Nightmare: Most people know you hate light and can regenerate in the dark.
  • Space Changeling: Follow Changeling metaprotections above.

Event Threats

Description: Events run by administrators and other staff. Special Rules:
  • The staff running the event antagonist will set the rules. Listen to what they say.
Metaprotections:
  • Set by administrators, assume none.

Sandbox Antagonists

What is a Sandbox Antagonist?

Sandbox antagonists are our idea of trying to promote higher roleplay in Antagonists by offering engagement with known professional and high quality actors within the community. In particular, having high performing and creative individuals behind the Antagonist wheel ensures that we have better experiences and opportunities for character development with the average crewmember. This role, compared to a traditional rolled antagonist, is expected to be some of the highest performing role players on the server that create memorable and fun experiences for other players.

Sandbox Antagonists Roster

  • Lone Infiltrator
  • Contractor
  • Space Ninja
  • Heretic
  • Clock Cultist
  • Traitor
  • Changeling
  • Malf Borg/AI
Requirements:
  • Members of this go through an online application process on the discord. Approval will add a note to your ckey that can be used to redeem at any time and is reusable.
  • The character that is applied should have a detailed backstory on how/why they are in this role, with an additional caveat if they are a station character as to why they are
  • Players that apply for this must be in good standing on the server.
  • While not required, we'd like to see interesting gimmicks and ideas for this area.
  • You are not limited to only playing the antagonists on the left side, however you are restricted to using these as the "base" of your idea. If you have a unique idea that might not fit into these categories, you're welcome to present it in an application.
Rules:
  • Keep in mind rule 5. If your objective is to just do some low key rp with someone, that's fine, but you shouldn't see a already hectic situation and decide to pour more gasoline on it. This goes doubly if you decide your gimmick is going to be violent on shifts where there is a low population or security presence.
  • Don't spam it. Try to limit use to every few days.
  • You can apply with as many characters as you want, but approved Antagonist token characters are barred from Security, Command, and Double Agent roles.
  • There is a higher standard for roleplay with this, we expect high amounts of good faith with this. Try not to do the same gimmick every time.
  • While you still are beholden to the general antagonist rules, you are given complete freedom in terms of what you want to do outside of that.