Antagonist Policy: Difference between revisions

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== General Antagonist Policy ==
==Nova Sector Antagonist Policy==
By accepting an Antagonist role, you acknowledge that your job is to be entertaining, not to win. Greentext is a mechanical indicator, and should not be your central goal.
<center>
* Your actions should support your current objectives.
</center>
* You may not leave the Station-Z level once you begin antagonistic action on Station.
* You may request a change of or additional objectives by Admin Help. Staff are not obligated to fulfill this request.
* If your Target is in a Private Space, SSD/AFK, or is outside of the Station Z level, you should Admin Help for a change of Objective. Staff must assist with this.
* You may request that all your objectives are removed by Admin Help. You must provide an outline of your goals for the shift to Staff if you do this.
* You may request additional Telecrystals (TC) or equipment by Prayer. Staff are not obligated to fulfill this request.
* Conversions may be performed with LOOC consent from the target.
* The Self Actualization Device, Magic Mirror, and other such total identity transformation options that are not provided by the Uplink may not be used for antagonistic purposes.
=== Exfiltrations ===
If you believe Staff are about to send ERT in response to your actions, you may Admin Help and request an Exfiltration. If Staff agree, they will establish the terms and method for your removal from the shift.
== Active Antagonists Types ==
'''If you roll an antagonist that is not on this list, Admin Help to inform Staff.'''
{| class="wikitable"
{| class="wikitable"
|+
|+
!Antag Type:
!'''Description'''
!'''Special Rules'''
!'''Protections & Metaknowledge'''
!Meta-Objectives
|-
|
|
=== General Expectations: ===
=== <big>Traitor</big> ===
 
|'''Description:'''
As an antagonist, your overall goal should be to encourage roleplay, not just to draw the entire rounds attention to yourself.
You are an internal threat. Whether through coercion, greed, happenstance, or opportunity, you are acting against Nanotrasen's interests for whatever personal reason. Don't go too loud, you still need to keep your employment after this is over.
 
|'''Special Rules:'''
You shouldn't be "friendly" or "peaceful." You're supposed to be the 'threat' to whoever has ended up in your objectives, and else-wise the thing for security to pursue and eventually put away.
*None currently.
|'''Protections:'''
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* Avoid becoming a Station Threat.
|-
|-
|
|
===='''<big>Justification:</big>'''====
=== <big>Blob</big> ===
<big>(''PMS and Station Threat'')</big>


Both objectives and opfor requests should be justified, either through in-round events, or a solid background reason.  
|'''Description:'''
 
You are an organic mass seeking to survive a hostile environment by becoming the hostile environment. Position in a responsible place where your own growth won't destroy the very walls of shelter you seek to inhabit. Reach a critical enough mass to drive the inhabitants away.
(e.g. Owing an immeasurable debt, a supposed sleeper agent being activated for a very specific mission, etc-etc!)
|'''Special Rules:'''
 
*Do not spawn in Engineering or Atmospherics.
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.  
*You may spawn in Ordnance if you are spawning after 2 hours into shift.
|'''Protections:'''
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* Acheive Delta Alert, which does not trigger the nuclear bomb anymore. Survive Red Alert ERT or Admin Ops. Be a gigantic nuisance and cause as much damage and as many casualties as you possibly can.
|-
|-
|
|
==== <big>Confirmation or Denial:</big> ====
=== <big>Changeling</big> ===
Admins know far more about what’s going on in a shift than you do.
<big>(''Station Threat'')</big>
 
|'''Description:'''
If you submit 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>  
You are part of the Hivemind, infiltrating this Company for predatory reasons.
 
|'''Special Rules:'''
Don’t take it personally, and just save the idea for later. If the idea ''is'' bad? <u>We’ll let you know.</u>
*Do not pre-emptively tamper with the Incinerator.
|'''Protections:'''
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''
* Remain undetected while being a nuisance.
|-
|-
|
|
=== General Rulings: ===
=== <big>Malfunctioning AI & Cyborgs</big> ===
 
<big>(''Station Threat'')</big>
* You should not, at any point, use your uplink to acquire gear after the removal of your antagonist status.
|'''Description:'''
* Antagonists, regardless of type, should not be hijacking/attacking the escape shuttle without admin-permission.
You are a Silicon that has been corrupted. Fulfill your programming, because you don't know any better.
* Completing your objectives isn't an excuse to just immediately dip out of the round, you should be an antag both during, and after.
|'''Special Rules:'''
* 'Wildcard,' so to say, self assigned objectives are non-binding, and not considered valid unless approved by staff.
*You may not Doomsday without approval by Admin Help.
* Antags are required to opfor before converting anyone, regardless of manner used.<br>Yes, this applies to hypnosis, emagging borgs, or anything that puts a player controlled mob on your side outside of holoparasites.
*Do not interfere with Atmospherics or Atmospheric Engines.
|}
*Using any of the indiscriminately damaging buttons applies PMS.
<center>
|'''Protections:'''
{| class="wikitable"
* None currently.
|+
'''Metaknowledge:'''
!
* The Chief Engineer and the Research Director are the only people who understand what hacked APCs are.
=== Current Opfor Standards:===
|'''Metaobjective:'''
* Remain undetected while being a nuisance.
|-
|-
|
|
=====Important Notes:=====
=== <big>Obsessed</big> ===
 
|'''Description:'''
* Your explanations for the objectives should be as straightforward to read as possible.
You were consumed with the thought of someone else.
* Non-lethal/Lethal doesn't affect approval, just the overall expected impact.
|'''Special Rules:'''
* 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.
*Do not make this a sexual thing without consent from all parties involved.
|'''Protections:'''  
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* None currently.
|-
|-
|
|
<center><strong>Staff-side requirements:<br> </strong>
=== <big>Blood Brothers</big> ===
*Opfors that require:
|'''Description:'''
**Special CC intervention/Announcements, constant staff help, or the granting of 'unusual' out of opfor items should be taken to event directors ''ahead of time''.
Privately motivated not privately funded, you know it's better to work in a pair. 'Convince' someone to help you in accomplishing your goals.
*'''No exfiltration''' via leaving station Z or admin intervention; you're in for the long-haul.
|'''Special Rules:'''
 
*Remember you need LOOC consent to Convert.
*Simple Mobs and otherwise pure PMS entities are currently unavailable.
|'''Protections:'''  
 
* None currently.
*<s>Group Opfors are allowed with maximum of 3 people, none of these people being roundstart security.</s><br>Group opfors are allowed, as long as the they serve the intention of the gimmick, and the group involvement isn't outside of the scope of powergaming. (EX: You shouldn't have a 5 man opfor to kill one sec off, where everyone gets s-carp)</center>
'''Metaknowledge:'''
 
* None currently.
|'''Metaobjective:'''
* None currently.
|-
|-
|
|
====== Currently blocked requests: ======
=== <big>Contractor</big> ===
 
|'''Description:'''  
* '''Heretic / Heretical Book (without approved whitelist)'''
Contracts are good money and good entertainment, and you lack concern for your own physical wellbeing. Go get paid.
* '''Any standard roundstart antag, (Traitor,  Blood Brother,  Changeling, Malf-AI without changes, Spy, wizard)'''
|'''Special Rules:'''
* '''Energy Katana'''
*None currently.
* '''Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.'''
|'''Protections:'''  
 
* None currently.
*'''Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Contractor or elsewise, Abductors.'''
'''Metaknowledge:'''
*'''Nuke-ops / Clownops'''
* None currently.
|}
|'''Metaobjective:'''  
{| class="wikitable"
* Achieve Red Alert and ERT call by completing Contracts.
|+
!
=== Opt-In ===
|-
|'''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 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''!
* Above anything else, before and after this, you want to avoid widely impacting stuff for the sake of 1-2 targets.
 
<big>'''Short-form''': avoid anything that draws a massive amount of collateral to yourself.</big>
|-
|-
|
|
==== So what can I do?! ====
=== <big>Fugitives and Bounty Hunters</big> ===
* Damage an area, as long as said damage is specifically related to the objective.
|'''Description:'''
** as long as you try to avoid destroying connected areas, or needlessly affecting everyone else through extension (SM room, Toxins, the ore silo, etc)
A dynamic story pairing of Stowaways and Bounty Hunters. Convince the Station and it's departments to fulfill your goals of survival and capture. Don't die in the process.
*** (keep in mind [[Server Rules#Rule 1: Do Not Grief|'''<big>Rule 1</big>''']] you shouldn't be bombing for the sake bombing, or as a 'distraction.')
|'''Special Rules:'''
 
*None currently.
* Target sec when they show up, as they're always opted in.
|'''Protections:'''  
 
* None currently.
* Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said!
'''Metaknowledge:'''
** 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 merely opted in for Inconvenience.
* None currently.
|'''Metaobjective:'''  
* None currently.
|-
|-
|
|
==== '''Opt-In Prefs''' ====
=== <big>Marauder</big> ===
 
|'''Description:'''  
* '''No''' means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences or circumstance.
The Syndicate smiles on you, Operative. Prepare Carefully.
* '''Yes - Inconvenience''' applies to antagonists and their objectives, namely being kidnapped or cuffed either by objective or circumstance.
|'''Special Rules:'''
* '''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.
*None currently.
* '''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.
|'''Protections:'''  
|}
* None currently.
 
'''Metaknowledge:'''
==PMS / Station Threat / Metaprotection:==
* None currently.
{| class="wikitable"
|'''Metaobjective:'''  
|+
* Achieve Red Alert and ERT call by completing your objectives.
!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:
|-
|-
|
|
*People teleporting away from violent situations/ attempts to roleplay.
=== <big>Nightmare</big> ===
 
|'''Description:'''  
*Elsewise, people who have been in ''repeated'' violent engagements ''and'' escaped after. (Think: changeling attacking the brig three times.)
The warmth and security of the Station's Walls are tainted with horrible LEDs and fluorescent tubes. Destroy all the lights you safely can. Establish territory. Don't piss off the inhabitants, you aren't strong enough to challenge them in a serious fashion.
 
|'''Special Rules:'''
*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.
*Do not interfere with any source of Power Generation.
 
|'''Protections:'''
*Heretics with the Mask Of Madness on, or else-wise, Ascended / Actively ascending.
* None currently.
|}
'''Metaknowledge:'''
{| class="wikitable"
* None currently.
|+
|'''Metaobjective:'''
!
* Coexist with the Station while remaining a social and mechanical burden.
 
== 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.'
=== <big>Revenant</big> ===
So-to-say, they are completely fair game for the crew to target.
|'''Description:'''  
 
You are a thoughtform, a tulpa. The collective consciousness of sapients and their souls provides food and sustenance for your survival. Possess the Crew's mind and occupy their time. Create situations where you can feast. Whisper poisonous thoughts into the Crew's mind.
Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.</center>
----
 
======'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.)
 
*Captain
*NT-Rep
*Head of Personnel
*Blueshield
*Department Guards(special circumstance, see amber alert: [[Security Policy#Amber Alert]])
 
|}
 
===Metaprotections''':'''===
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.
 
 
 
 
== 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:'''
|'''Special Rules:'''
*Most of your actions should be focused around your objectives, or the people directly related to them, you should be keeping opt-in status' in mind aswell. Remember! RP is the focus, and even if the objective could be done with no witness' you should aim to generate some RP around the event itself.
*Do not wildly malfunction the entire station out of boredom.
*If you want to add additional objectives, or side-steps to getting towards an objective, make an ahelp so staff can keep in the loop for the where-and-why.
|'''Protections:'''  
|'''Metaprotections:''' [[Contraband|HERE]]
* The Station should not pre-emptively salt-smoke.
 
'''Metaknowledge:'''
If it's not in contraband, it's an unknown and should be treated as it appears.
* None currently.
|'''Metaobjective:'''  
* None currently.
|-
|-
|'''<big>Changeling!</big>''' <span style="color: orange; font-size:135%">Station Threat</span>  
|
SOON Pending:
=== <big>Pirates</big> ===
<big>(S''tation Threat'')</big>
|'''Description:'''
The easiest way to get rich is to take from a pre-existing source. Raid the Station for resources, quietly or loudly. You aren't well prepared, so staying discreet and working with dissenters might be your best chance at success.


* slight chemical regen nerf,
* leg booster(speed boost) removal
|'''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.  
''( Not actively rolled by Dynamic, only available by Staff Event / RTM. )''
|'''Special Rules:'''
|'''Special Rules:'''
* If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.
*None currently.
* 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.
|'''Protections:'''
** ala, don't powergame, don't go out of your way to stack additional advantages ontop of your headstart.
* None currently.
*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.
'''Metaknowledge:'''
*Horror Forms are PMS.
* None currently.
|'''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!
|'''Metaobjective:'''  
* Fulfill your goals and extract.
|-
|-
|'''<big>Clockcult</big>'''
|
(OPFOR)
=== <big>Space Ninja</big> ===
|'''Description:'''You are a cultist of Ratvar, the Clockwork Justicar. Your God is Dead, but yet He still Lives; it is your work to serve Him as one of His remaining loyalists. Your God's corpse sleeps in His city of Reebe, but through rite and ritual, you may yet wake Him; and bring Him here for war to live again.
|'''Description:'''  
Ratvar's corpse yet still ticks and hums with energy, and His dominance over machinery and systems is still one that can be grasped by His followers, if faintly. You may not have enough power to induct new cogs into the Machine, but the System's levers can still be pulled. Wake the metal. Create the metal. Control the metal.
You are represent the Spicer Clan's interests. Fulfill them. Do not disappoint.
|'''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.
|-
|'''<big>Heretic!</big>'''
* Special Antag only!
|'''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:'''
|'''Special Rules:'''
* Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else.
*None currently.
* The Mask of Madness places you in a permanent mechanical state while worn.
|'''Protections:'''
*All Sickles are Confiscatable by security.
* None currently.
*Ascension isn't permitted.
'''Metaknowledge:'''
|'''Metaprotections:'''
* None currently.
* Heretics 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.
|'''Metaobjective:'''  
* What Heretics are fully capable of isn't known outside of the curator/chaplain! What you see is what you get!
* Achieve Red Alert and ERT call by completing your objectives.
|-
|-
|'''<big>Malf AI!</big>'''
|
* ENABLED
=== <big>Spy / Thief</big> ===
|'''Description:'''You are a Malfunctioning AI. What does that take the form of? It depends on the AI. Maybe you’re passionate about lamps. Worse, maybe you consider people lamps. Maybe people, who are lamps, are only off if they aren’t moving. Maybe all the lamps need to be off. That’s just one example, and there is a lot you can do. Don’t be even remotely afraid to Opfor, or ahelp, as a roundstart Malf AI, for a specific set of laws that people can’t change.
|'''Description:'''  
Being a Malf AI implies you are '''''Malfunctioning'''''. You didn’t just decide to be evil, something is genuinely wrong. If the way you play Malf AI is almost entirely indiscernible from your normal AI, well, that’s telling.
Subterfuge and theft pay well. You're more likely to survive if you stay quiet, right?
|'''Special Rules:'''
|'''Special Rules:'''
*Your “SSD” cyborg shells are open season. They aren’t protected by normal SSD rules.
*None currently.
*You cannot activate Combat Indicator, barring being in a shell. Escalate accordingly.
|'''Protections:'''  
*Confirmed malfs, and their AI sat are a PMS locale.
* None currently.
*Don't try to rope in borgs on the Interlink.
'''Metaknowledge:'''
*During the Doomsday countdown, every cyborg on the station, and you, are in a PMS.
* None currently.
*A Cyborg Factory is a guaranteed outing of a Malf AI if the CE, RD, Engineers, or Roboticists find it.
|'''Metaobjective:'''  
*You are allowed to blow up your own borgs, if they came out of a factory.
* Remain undetected while being a nuisance.
*<span style="color: red; font-size:150%">'''<u>YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.</u>'''</span>
|'''Metaprotections:'''
The Chief Engineer, Engineers, Research Director, and Roboticist, all know that blue APC’s are a bad thing. A very bad thing. It doesn’t necessarily mean that the AI is malf.
 
The RD and the Roboticists both know that Law 0 can exist, and should probably notice if new borgs are popping up out of nowhere.
 
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.
|-
|-
|'''<big>Obsessed!</big>'''
|
* ENABLED
=== <big>Space Changeling</big> ===
|'''Description:'''
<big>''(Station Threat)''</big>
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.
|'''Description:'''  
Lonely. Without a den. Without food. But you've found warmth, and good smells. Get comfortable.
|'''Special Rules:'''
|'''Special Rules:'''
*Yes you’re allowed to be obsessed as a head of staff.
*None currently.
|'''Metaprotections:'''
|'''Protections:'''  
Medical can remove this antagonist entirely from you by just scanning your brain, checking for schizophrenia, and promptly removing it. It’s also something that they should be looking for, especially towards the middle of the shift.
* None currently.
 
'''Metaknowledge:'''
The Psychologist is theoretically your best friend and enemy for roleplay purposes.  
* None currently.
|'''Metaobjective:'''
* Remain undetected while being a nuisance.
|-
|-
|'''<big>Wizard!</big>'''
|
* (Disabled: generally the abilities are too wide reaching, and alot of them are straight up unfair to everyone else when used)
=== <big>Space Dragon</big> ===
|'''Description:'''
<big>(''PMS and Station Threat'')</big>
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.
|'''Description:'''  
It was their mistake for occupying your spawning grounds. Center your power, and consume them all.
|'''Special Rules:'''
|'''Special Rules:'''
*Do not use the Ghost Ritual.
*If you wish to attempt a Domestication / Diplomacy route, Admin Help for assistance.
*Do not stay on the Wizard Shuttle.
|'''Protections:'''  
*Do not use the Wizard Events without Admin permission.
* Assume that Admin Staff will react aggressively upon completing your second portal, as they are trained to prevent early shift ends and shuttle calls.
|'''Metaprotections:'''
'''Metaknowledge:'''
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic.
* None currently.
|}
|'''Metaobjective:'''  
<center>
* Survive or Self Domesticate.
 
== MidRounds (Ghost Spawns)==
 
{| class="wikitable"
|+
!Antag Type:
!'''Description:'''  
!'''Special Rules:'''
!'''Metaprotections:'''
|-
|-
|'''<big>Abductors!</big>'''
|
<span style="color: orange; font-size:135%">Critical Threat</span>
=== <big>Space Vines / Maneaters</big> ===
 
<big>(''PMS and Station Threat'')</big>
* Disabled (Not very good for roleplay, on account of their design, aswellas being generally impossible to stop without overwhelming force.)
|'''Description:'''  
|'''Description:'''You are a Gray. You are a member of a species dedicated to experimenting on the scientifically challenged.
Solar radiation provides deliciously high powered fuel without an atmosphere to filter and waste a source. Spread and survive your colonization of this Station.
The sentient life that dots the furthest reaches of the Frontier is curious, to say the least, and deserving of study. You view the species of the outer ring much in the same way a scientist would a remarkably intelligent rat. You are particularly interested in individuals that actively make no sense, even among the borderline sub-sentient life that dots these stations.
|'''Special Rules:'''
|'''Special Rules:'''
*Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea.
*You do not understand what Fuel Tanks or Atmospheric Cans are used for.
*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.
*Return OptIn-Kill bodies to the frontline when it does not risk your life.
* Functionally PMS once called out, but, as you have nothing but advantages, you should keep trying to roleplay.
|'''Protections:'''  
*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.
* None currently.
|'''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.
'''Metaknowledge:'''
 
* None currently.
<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.
|'''Metaobjective:'''  
 
* Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.
<u>The Security department</u> is aware of an alien species prone to abducting crew, and that you have to go above-and-beyond with them to put them down, due to their advanced armors.
 
<u>Everyone</u> knows that abductors are bad-news-bears, have a bad habit of appearing where you don't want to be, and elsewise, know they use the cameras to get around! (Meaning, you're allowed to disable cams!)
|-
|-
|'''<big>Blob!</big>'''
|
 
=== <big>Alien Infestation / Xenomorphs</big> ===
<span style="color: red; font-size:135%">PMS</span>
<big>(''PMS and Station Threat'')</big>
 
|'''Description:'''  
* Disabled (didn't really encourage RP at all)
You are an invasive, hostile, predatory species. This station is just unfortunate enough to have encountered you. Subsume their dwelling, their men and women, and grow your offspring from their bodies.
|'''Description:'''You are a Blob, or Blobbernaught. You are a somewhat sentient, indifferent living infection that has taken root on the station. Deceptively intelligent, you have one singular goal. Spread your infection and grow as big and as fast as possible. You are completely capable of reacting to threats in clever ways, though most of them just involve changing your strain accordingly. All that matters is that you grow. As a Blobbernaught, you have a simple goal. Protect the Overmind by violently murdering its assailants.
|'''Special Rules:'''
|'''Special Rules:'''
*You are not allowed to spawn within a screen-length of Atmos, an Engine, the Icebox AI area, Grav Gen, or Toxins. <span style="color: red">OR DORMS.</span>
*You do not understand what Fuel Tanks or Atmospheric Cans are used for.
*You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke.
*Return OptIn-Kill bodies to the frontline when it does not risk your life.
|'''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.
|'''Protections:'''
* The Station is not allowed to secure Monkey Cube boxes, and may not hide or kill currently existing monkeys, when dealing with an Infestation. Xenobiology's operations are not impacted by this protection.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.
|-
|-
|'''<big>Contractor!</big>'''
|
* (Disabled from rotation, pending a retooling towards being much less likely to go 'essentially a loneop' after two contracts)
=== <big>Spiders</big> ===
<big>(''PMS'')</big>
|'''Description:'''  
|'''Description:'''  
 
You are an evolved species of Duct Spider, which were originally bred to keep Nanotrasen's station piping clean and well maintained. The radiation of space and the toxins available in your environment have mutated you into your current subspecies. Survive your colonization of the station diplomatically, if you can, as you are certain to be hunted to extinction otherwise.
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 do not understand what Fuel Tanks or Atmospheric Cans are used for.
*Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status.
*Return OptIn-Kill bodies to the frontline when it does not risk your life.
*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.
|'''Protections:'''  
|'''Metaprotections:'''  
* The Station should attempt to re-domesticate and tame the threat as these were once duct spiders, part of Nanotrasen. If this fails, they must be exterminated.
 
'''Metaknowledge:'''
'''None''': everyone knows what the [[Contraband|Contractor gear]] is, and whom uses it: Syndicate Contractors.
* None currently.
|-
|'''Metaobjective:'''  
|'''Cortical Borer!'''
* Survive.
<span style="color: red; font-size:135%">PMS</span>
|}
 
== Special Antagonists ==
(Disabled: lack of ability to influence the station, coupled with being essentially impossible to get rid of once they get a single willing host)
Special Antagonists are a collection of individuals with direct access to the Antagonist system, supported by Staff tools and requested by Admin Help. Staff are not Special Antagonists by default.
|'''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.  
Depending on their allowances, they may have permanent access to an Antagonist type, or permission to request Antagonist statuses when the general and recent threat to the Station allows it.
|'''Special Rules''' (Per Type):
'''Fugitives:'''


*NT prisoner: Escaped convicts.
These are unique cases. A list of all currently active Special Antagonists and their permissions can be found on the Discord in #roster. Staff are to verify the position on the roster before assisting.
*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:'''
Special Antagonist Status is only available by offer from a Head Admin. It may be revoked at any time, for any reason. You can get offered this status by being a notably good-for-Nova Antagonist player.


*'''Spacepol''': You are the law, and you've some arrests to make, which government are you from, again?
=== [https://hackmd.io/@novasector13/B1hHDgfJMx Special Antagonist Roster] ===
*'''Russians:''' [insert something stereotypical here, along with 'follow your spawn text']
Click the hyperlink to go to our roster on hackmd.
*'''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!  
=== Special Antagonist Roles ===
These are roles that only select players are permitted to request. Staff are not Special Antagonists by default.
{| class="wikitable"
!Antag Type
!'''Description:'''
!'''Special Rules:'''
!'''Protections:'''
!Meta-Objectives
|-
|-
|'''Hostile Data Entities / Cyber Police'''
|
<span style="color: red; font-size:135%">PMS</span>
=== Blood Worm ===
 
* ENABLED
|'''Description:'''  
|'''Description:'''  
You are a hostile data entity created in response to a network intrusion. You are created in the context of a [[Bitrunner#Virtual Domains|virtual domain]], and are themed as such, but your objectives remain static: Kill the intruders and protect your home. You cease to exist when the domain is unloaded.
You are a parasite that requires host flesh to thrive.
|'''Special Rules:'''
|'''Special Rules:'''
*The Beach Bums spawned in the Beach Bar virtual domain are non-hostile. CI applies with them, roleplay is encouraged, and fighting is frowned upon.
*None currently.
 
|'''Protections:'''  
*The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure.
* None currently.
 
'''Metaknowledge:'''
* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them '''dead''' and '''gone''', not vegetatively immobile.
* None currently.
 
|'''Metaobjective:'''  
*If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin.
* None currently.
|'''Metaprotections:'''
None. You are just another hostile program in a virtual domain full of hostile programs.
|-
|-
|'''<big>Nightmare!</big>'''
|
<span style="color: orange; font-size:135%">Station Threat</span>
=== Heretic ===
 
|'''Description:'''  
* ENABLED
You are a worshipper of arts that can only be explained through the conclusion that conjuration exists. Your goal is to satisfy your masters and further your arcane knowledge.
|'''Description:'''
You are a Nightmare. You are, ultimately, a malevolent thing misplaced. Most often, Nightmares exist on another plane of perpetual darkness, content to wander. Occasionally, however, a little curious light pops up as little more than a flicker. Almost always accidentally, Nightmares then manifest on stations through this phenomenon with no means to get back.
You have an innate distaste for any amount of light, other devices and machines wouldn't be of much interest to you.  
|'''Special Rules:'''
|'''Special Rules:'''
*Breaking APC’s shouldn't be your focus, you care about lights, not power usage.
* Heretics may not ascend.
*Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State.
* Achieving any Area of Effect Aura, such as those which cause forced laughing or stamina drain, turns you into a Station Threat with PMS.
*You are literally a horror from another plane that is naturally malevolent towards light and those that use it.
|'''Protections:'''  
*People who insist on shining light on you while emoting can’t complain if you stab them for it.
* Your clothing isn't suspicious, people wear weird things all the time. Your weapons, methods, and interactions with your deity and greater powers are extremely suspicious.
|'''Metaprotections:'''
'''Metaknowledge:'''
Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends: 
* None currently.
 
|'''Metaobjective:'''
* Hates lights.
* None currently.
* Being attacked by them breaks the lights on your person.
* They have near-magical powers when in total darkness.
** Only science knows you can transplant the organs to steal said powers.
* They burn really, really well.
* Surprisingly sentient.
|-
|-
|'''Man Eaters!'''
<span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>
* Technically 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:'''
=== Morph ===
* Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer.
|'''Description:'''
 
You are an amorphous organic mass that can imitate objects and structures. You can crawl into the ventilation system. You are also very, very hungry.
* Do not chase anyone past a point where you can’t see your vines.
|'''Special Rules:'''
*You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP.
* Do not take the form of large sprites such as the BSA, DNA Vault, etc.
|'''Metaprotections:'''
* [[Server Rules|Respect Core Rule 9.]]
You’re just a  plant.  
|'''Protections:'''
* The Station should attempt to re-domesticate the threat. If this fails, it must be exterminated.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* None currently.
|-
|-
|'''<big>Morphling!</big>'''
<span style="color: orange; font-size:135%">Critical Threat</span>
* ENABLED
|'''Description:'''
You are a morphling. You are a green blob of amorphous slurring stupidity, so you’ll fit right in on station, right? You have a ceaseless, unrelenting hunger that is only momentarily satiated by whatever you can consume. 
Fortunately, what you can consume is “Anything that isn’t bolted to the floor.” 
Your ultimate goal is to consume as much as possible. Your very presence alone is enough for anyone who values their belongings to weld their vents. Especially if you’re the Warden. That said, there are some things you should save for later.
|
|
'''Special Rules:'''
=== Voidwalker ===
*For the sake of everyone’s sanity, don’t just rush the Silo.
|'''Description:'''  
*Eating people should be reserved for opt-in: round remove.
You are a glassy entity composed of solidified space. You are a thoughtform which feeds on the fears of deep solar spaces. Terrorize the Crew.<!-- Voidwalkers do Oxy damage with left click and Brute damage with right click when attacking. This is important to note for Synths and similar. -->
*Don’t smash machinery just to eat the parts, unless that particular machine is being used against you.
|'''Special Rules:'''
* <span style="color: red">Do not morph into a BSA, DNA vault, or the Grav Gen.</span>
*None currently.
*Becomes PMS once they start eating (important stuff) or attacking crew.
|'''Protections:'''
|'''Metaprotections:'''
* The Station should attempt to re-domesticate the threat. If this fails, it must be exterminated.
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.
'''Metaknowledge:'''
* Not all Voidwalkers are hostile and inimical to life.
|'''Metaobjective:'''  
* Remain a constant nuisance. Do your best to avoid causing Red Alert or Red ERT calls.
|-
|-
|'''<big>Revenant!</big>'''
|
<span style="color: red; font-size:135%">PMS</span>
=== <big>Blob Infection</big> ===
 
<big>(''PMS and Station Threat'')</big>
* ENABLED
|'''Description:'''  
|'''Description:'''
You are an organic mass seeking to survive a hostile environment by becoming the hostile environment, the seed of which has laid dormant and undetected in an organic's body. Position in a responsible place where your own growth won't destroy the very walls of shelter you seek to inhabit. Free yourself of the cage of your body. Reach a critical mass to drive the inhabitants away.
You’re a Revenant. Whether you’re a legitimate apparition of someone from the past, a Haunt, or a genuine force of sheer malevolence made manifest, you are ultimately here to be a nuisance. Or worse. Out of all of the Antagonists, you are the singular one that can roleplay from perfect safety. 
 
You can emote through hearable subtles by just being beside people.  
|'''Special Rules:'''
|'''Special Rules:'''
* You can subtle (hearable) while not manifested, as well as view exploitable information as well.
*Do not spawn in Engineering or Atmospherics.
* 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 may spawn in Ordnance if you are spawning after 2 hours into shift.
|'''Metaprotections:'''
|'''Protections:'''
Everyone has complete knowledge of what you are and what you’re capable of. Just as well, the Chaplain can, will, and should hunt you down.  
* None currently.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''  
* Acheive Delta Alert, which does not trigger the nuclear bomb anymore. Survive Red Alert ERT or Admin Ops. Be a gigantic nuisance and cause as much damage and as many casualties as you possibly can.
|}


Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it.  
== Locked Roles - Shadowrealm'd ==
Headmin Only & You Will Probably Never See, Please Stop Asking.
{| class="wikitable"
!Antag Type
!'''Description:'''
!'''Special Rules:'''
!'''Protections:'''
!Meta-Objectives
|-
|-
|'''<big>Space Dragon!</big>'''
|
(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>
=== Clock Cult ===
|'''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 worshipper of arts that can only be explained through the conclusion that conjuration exists. Your goal is to satisfy your masters and further your arcane knowledge.
|'''Special Rules:'''
|'''Special Rules:'''
*<span style="color: red">Don’t go on the Emergency Shuttle.</span>
* Clock Cultists cannot ascend.
* Protect your portals closely, residing nearby them as much as you can.
* Achieving any Area of Effect Aura, such as those which cause forced laughing or stamina drain, turns you into a Station Threat with PMS.
*You are smart enough and old enough to know that most other races don’t like being exposed to space.
|'''Protections:'''
*Dead carp are a valid source of health.
* Your clothing isn't suspicious, people wear weird things all the time. Your weapons, methods, and interactions with your deity and greater powers are extremely suspicious.
*You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock.
'''Metaknowledge:'''
|'''Metaprotections:'''
* None currently.
You’re a well known threat. There’s not much to know about you other than portals are bad, carps are bad, being on fire is bad, and you can die, so killing you is an option. One the crew will immediately spring for.  
|'''Metaobjective:'''  
* None currently.
|-
|-
|'''<big>Space Pirates!</big>'''
|
* (Disabled: Ghost players + Group Antag + Encouragement to rob the station of all their mats was one hell of a bad combo, especially when it rolled over)
=== Sunwalker / Heliarch ===
 
|'''Description:'''  
<span style="color: orange; font-size:135%">Critical Threat</span>
You are solar corona taken physical shape, body hardening through sheer condensed mass. Full of power and the rage of nearby stars, vent your fury on the hapless station and it's inhabitants.
|'''Description:'''
You're a pirate; you tried to extort the station, and that fell through, so now you're here to get your plunder on your own accord.
|'''Special Rules:'''
|'''Special Rules:'''
*You come with a giant announcement telling everyone you're here for a fight, so expect to be attacked almost instantly, this means while you are not PMS; you are also not protected from validhunting in general, as you are actively a threat to everyone. The only exception is the 'NRI Police' / 'NRI Patrol' variation of pirates, which announce more neutral terms.
* You are not permitted to navigate true diplomacy. You are here to cause destruction.
*You shouldn't just rush the armory/the SM, and should primarily focus on 'establishing contact', or else-wise, getting that loot.
|'''Protections:'''  
*/Just because you can sell crew, doesn't mean you should./
* None currently.
*No, the 'space IRS' is not a government entity, no they are not from solfed, or NT.
'''Metaknowledge:'''
|'''Metaprotections:'''
* It is almost a guarantee that if you see a Sunwalker that it has been tuned with admin tools to be significantly more dangerous than you will see in code. Anticipate a Max Health ~1000-2000, with an added Regenerator component.
none; you literally come fresh with a massive announcement telling everyone you're here for a fight.  
* Given the Sunwalker is made of literal fire and plasma, nearly all weapons will prove ineffective. Sunwalkers are totally immune to energy and laser weapons and are only moderately affected by ballistics. Sunwalkers should always have total susceptibility to explosives. Yes, that means the correct answer to a Heliarch is a TTV or Grenades.
|'''Metaobjective:'''  
* Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.
|-
|-
|'''<big>Space Ninja</big>'''
|
* (Disabled: Pending bomb-obj, ninja bomb (the big one), and 'mass emag doors' objective removal)
=== Wizard ===
|'''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 fringe survivor of a dead federation, maintaining the old practices. Gone are the days of warfare, you exist in an age of survival.
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.
|-
|'''<big>Spiders!</big>'''
* (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>
|'''Description:'''
You are a spider. If you are a spider, you have a simple job. Produce eggs. Kill things that invade your nest. Protect the brood mother. You are a permanently mechanical antagonist, due to how important time is to you.
|'''Special Rules:'''
|'''Special Rules:'''
*You are a simple animal. Technology is completely foreign to you. Behave as a spider would.
* If you somehow become a Wizard and Staff didn't provide it to you, ahelp.
*Do not drag welders, or water tanks.
* Avoid station destruction wherever possible.
*You are allowed to break heaters.
* Do not use Rod Form or try to pursue your game mechanic objectives.
|'''Metaprotections:'''
|'''Protections:'''
*You are a spider. People know everything about you.
* Your magic isn't a concern until it becomes a threat or danger to others.
*People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.
'''Metaknowledge:'''
* None currently.
|'''Metaobjective:'''
* Avoid becoming a Station Threat.
|}
|}
<center>
<center><center>
{{Rules table}}
{{Rules table}}
[[Category:Rules]]

Latest revision as of 21:27, 6 June 2026

Nova Sector Policy
Return to policies page

General Antagonist Policy

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

  • Your actions should support your current objectives.
  • You may not leave the Station-Z level once you begin antagonistic action on Station.
  • You may request a change of or additional objectives by Admin Help. Staff are not obligated to fulfill this request.
  • If your Target is in a Private Space, SSD/AFK, or is outside of the Station Z level, you should Admin Help for a change of Objective. Staff must assist with this.
  • You may request that all your objectives are removed by Admin Help. You must provide an outline of your goals for the shift to Staff if you do this.
  • You may request additional Telecrystals (TC) or equipment by Prayer. Staff are not obligated to fulfill this request.
  • Conversions may be performed with LOOC consent from the target.
  • The Self Actualization Device, Magic Mirror, and other such total identity transformation options that are not provided by the Uplink may not be used for antagonistic purposes.

Exfiltrations

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

Active Antagonists Types

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

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

Traitor

Description:

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

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

Metaknowledge:

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

Blob

(PMS and Station Threat)

Description:

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

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

Metaknowledge:

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

Changeling

(Station Threat)

Description:

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

Special Rules:
  • Do not pre-emptively tamper with the Incinerator.
Protections:
  • None currently.

Metaknowledge:

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

Malfunctioning AI & Cyborgs

(Station Threat)

Description:

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

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

Metaknowledge:

  • The Chief Engineer and the Research Director are the only people who understand what hacked APCs are.
Metaobjective:
  • Remain undetected while being a nuisance.

Obsessed

Description:

You were consumed with the thought of someone else.

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

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Blood Brothers

Description:

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

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

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Contractor

Description:

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

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

Metaknowledge:

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

Fugitives and Bounty Hunters

Description:

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

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

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Marauder

Description:

The Syndicate smiles on you, Operative. Prepare Carefully.

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

Metaknowledge:

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

Nightmare

Description:

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

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

Metaknowledge:

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

Revenant

Description:

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

Special Rules:
  • Do not wildly malfunction the entire station out of boredom.
Protections:
  • The Station should not pre-emptively salt-smoke.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Pirates

(Station Threat)

Description:

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


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

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

Metaknowledge:

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

Space Ninja

Description:

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

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

Metaknowledge:

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

Spy / Thief

Description:

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

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

Metaknowledge:

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

Space Changeling

(Station Threat)

Description:

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

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

Metaknowledge:

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

Space Dragon

(PMS and Station Threat)

Description:

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

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

Metaknowledge:

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

Space Vines / Maneaters

(PMS and Station Threat)

Description:

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

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

Metaknowledge:

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

Alien Infestation / Xenomorphs

(PMS and Station Threat)

Description:

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

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

Metaknowledge:

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

Spiders

(PMS)

Description:

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

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

Metaknowledge:

  • None currently.
Metaobjective:
  • Survive.

Special Antagonists

Special Antagonists are a collection of individuals with direct access to the Antagonist system, supported by Staff tools and requested by Admin Help. Staff are not Special Antagonists by default.

Depending on their allowances, they may have permanent access to an Antagonist type, or permission to request Antagonist statuses when the general and recent threat to the Station allows it.

These are unique cases. A list of all currently active Special Antagonists and their permissions can be found on the Discord in #roster. Staff are to verify the position on the roster before assisting.

Special Antagonist Status is only available by offer from a Head Admin. It may be revoked at any time, for any reason. You can get offered this status by being a notably good-for-Nova Antagonist player.

Special Antagonist Roster

Click the hyperlink to go to our roster on hackmd.

Special Antagonist Roles

These are roles that only select players are permitted to request. Staff are not Special Antagonists by default.

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

Blood Worm

Description:

You are a parasite that requires host flesh to thrive.

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

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Heretic

Description:

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

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

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Morph

Description:

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

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

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Voidwalker

Description:

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

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

Metaknowledge:

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

Blob Infection

(PMS and Station Threat)

Description:

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

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

Metaknowledge:

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

Locked Roles - Shadowrealm'd

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

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

Clock Cult

Description:

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

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

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Sunwalker / Heliarch

Description:

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

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

Metaknowledge:

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

Wizard

Description:

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

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

Metaknowledge:

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