Antagonist Policy: Difference between revisions
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= Nova Sector Antagonist Policy = | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+{{Goodfaith}} | ||
| | | | ||
=== | === General Rulings: === | ||
* Antagonists should not be hijacking/attacking the escape shuttle without admin-permission. | |||
* Completing your objectives shouldn't be the exclusive goal of your round, instead, you should be focusing on creating situations for others to react, and engage with as you attempt them. | |||
* 'Wildcard,' so to say, self assigned objectives are non-binding, and not considered valid unless approved by staff. | |||
* Antags are required to have an approved opfor before converting anyone, regardless of manner used. | |||
** Yes, this applies to hypnosis, emagging borgs, or anything that puts a player controlled mob on your side outside of holoparasites, and simian backup (the monkeys) | |||
* '''No exfiltration''' via leaving station Z or admin intervention; you're in for the long-haul. | |||
|- | |- | ||
| | | | ||
=== Current Opfor Standards: === | |||
=====<big>Important Notes:</big>===== | |||
* | * Your explanations for the objectives should be as straightforward to read as possible. | ||
* Explain your limits, the intent on how to do it, ETC in the objective descriptions so staff aren't caught out of left-field when your 'kill the HoS' objective suddenly becomes mass-bomb the brig incase the HoS is in there. | |||
*Group | ===== <big>Staff-side requirements:</big> ===== | ||
*Group opfors are allowed, as long as the they serve the intention of the gimmick, and the group involvement isn't within the range for powergaming. (EX: You shouldn't have a 5 man opfor to kill one sec off, where everyone gets s-carp) | |||
====== Currently blocked requests: ====== | |||
* '''Heretic / Heretical Book (without approved whitelist)''' | * '''Heretic / Heretical Book (without approved whitelist)''' | ||
* ''' | * '''Simple Mobs and otherwise pure PMS entities''' | ||
* '''The following roundstart antags, (Blood Brother, Malf-AI without changes)''' | |||
* '''Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.''' | * '''Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.''' | ||
*'''Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders | *'''Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Abductors.''' | ||
*'''Nuke-ops / Clownops''' | *'''Nuke-ops / Clownops''' | ||
|- | |- | ||
| | | | ||
=== Opt-In === | |||
''' | ==== '''Opt-In Prefs''' ==== | ||
* | * '''No''' means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences or circumstance. | ||
* | * '''Yes - Inconvenience''' applies to antagonists and their objectives, namely being kidnapped or cuffed either by objective or circumstance. | ||
* '''Yes - Kill''' applies to both antags and non-antags, letting them know you're open to be killed more wantonly, which also means means you can catch the fade for walking in on a bad situation. | |||
* '''Yes - Round-removal''' is much the same: it lets people know you're alright with round-removal in most situations. So if you walk into a bomb threat you should expect they won't even try to not gib you. | |||
==== | ==== For The Antag: ==== | ||
'''You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?''' | |||
* | * As said above, you want to keep opt-in's in mind, this doesn't mean you can't wack the opt-in no engineer who just walked in on your murder, but it does mean you shouldn't kill them, just to steal their jaws so you can break into medical faster. | ||
* Above anything else, before and after this, you want to avoid damaging large-swathes of the station for 1-2 targets. | |||
* | |||
==== So what can I do?! ==== | ==== So what can I do?! ==== | ||
* Damage an area | * Damage an area, as long as said damage is specifically related to the objective. | ||
** as long as you try to avoid destroying connected areas, or needlessly affecting everyone else through extension (SM room, Toxins, the ore silo, etc) | ** as long as you try to avoid destroying connected areas, or needlessly affecting everyone else through extension (SM room, Toxins, the ore silo, etc) | ||
* Target sec when they show up, as they're always opted in | * Target sec when they show up, as they're always opted in. | ||
* Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said! | * Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said! | ||
|} | |||
{| class="wikitable" | |||
|+ | |||
! | |||
=== PMS / Station Threat / Metaprotection:{{anchor|PMS}} === | |||
|- | |- | ||
| | | | ||
==== ''' | ==== Permanent Mechanical State ==== | ||
The state in which waiting the usual time for CI isn't required, and anyone under it can be attacked immediately as CI is flagged up. | |||
'''However''': If both/all sides in a situation start roleplaying, default CI rules will return until either a fight starts or the PMS threat 'disengages' (teleports/runs or w/e, thus, putting themselves back into PMS). | |||
* | Permanent mechanical state is '''only''' granted to: | ||
*People teleporting away from violent situations/ attempts to roleplay. | |||
* | *Elsewise, people who have been in ''repeated'' violent engagements ''and'' escaped after. (Think: changeling attacking the brig three times.) | ||
*Non-carbon/non-silicon/Special-Circumstance Antags, (xenomorphs, spiders, space dragons, blob, cortical borers, revenant, confirmed-abductors without disguise, man-eaters, morphlings.) unless stated else-wise further down. | |||
*Heretics with the Mask Of Madness on, or else-wise, Ascended / Actively ascending. | |||
|- | |- | ||
| | | | ||
=== Station Threat: === | |||
Any antag that while protected by CI policy still, is free game for anyone to: hunt, pursue, or elsewise, try to kill without worry of 'validhunting.' | |||
So-to-say, they are completely fair game for the crew to target. | So-to-say, they are completely fair game for the crew to target. | ||
Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving. | Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving. | ||
======'Cannot Seek' roles ====== | ======'Cannot Seek' roles ====== | ||
These are jobs/roles that while they can react to a station threats if the threat happens to come to them, cannot actively seek out the threat itself. (these limitations do not apply to any | These are jobs/roles that while they can react to a station threats if the threat happens to come to them, cannot actively seek out the threat itself. (these limitations do not apply to any critical threats.) | ||
*Captain | *Captain | ||
Line 160: | Line 94: | ||
*Blueshield | *Blueshield | ||
*Department Guards(special circumstance, see amber alert: [[Security Policy#Amber Alert]]) | *Department Guards(special circumstance, see amber alert: [[Security Policy#Amber Alert]]) | ||
|} | |} | ||
== General Roster == | |||
{| class="wikitable" | |||
|+ | |||
!Antag Type: | |||
!'''Description:''' | |||
!'''Special Rules:''' | |||
!'''Metaprotections:''' | |||
|- | |||
|'''<big>Traitor!</big>''' | |||
* ENABLED | |||
|'''Description:'''You are a ne'er do well, a criminal, a contractor, or else-wise just a person who's offered to do an easy job for a years pay, whatever the case. | |||
You're here with a goal, and likely, not one they ever expected you to complete. | |||
|'''Special Rules:''' | |||
*Most of your actions should be focused around your objectives, or the people directly related to them, you should be keeping opt-in status' in mind aswell. Remember! RP is the focus, and even if the objective could be done with no witness' you should aim to generate some RP around the event itself. | |||
*If you want to add additional objectives, or side-steps to getting towards an objective, make an ahelp so staff can keep in the loop for the where-and-why. | |||
|'''Metaprotections:''' [[Contraband|HERE]] | |||
= | If it's not in contraband, it's an unknown and should be treated as it appears. | ||
|- | |||
|'''<big>Changeling!</big>''' <span style="color: orange; font-size:135%">Station Threat</span> | |||
* ENABLED | |||
|'''Description:''' You are a changeling. Loosely related to Cortical Borers, you are a living, stealthy, remarkably intelligent parasite capable of vivid, visceral transformations and picture-perfect disguises. You start the shift in your most recent host, having taken their form (results may vary at your discretion). | |||
A remarkably notorious creature with vague origins, your sole purpose is to amass more genetic strains. Your goals can be heavily impacted by your host of choice, adapting many qualities of their personality. | |||
Beyond your original appearance, you are very capable of mimicry, though these don’t necessarily influence your host personality. | |||
|'''Special Rules:''' | |||
* If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible. | |||
! | * The changeling starts with a massive advantage above the crew in general you as the changeling should be sure to keep yourself, and your equipment/items within reason ability for the crew to be able to handle you. | ||
** ala, don't powergame, don't go out of your way to stack additional advantages ontop of your headstart. | |||
*Undeniable Proof of Changeling includes: Arm Blade, Tentacle Arm, Chitinous Armor, Ling Space Suit, Ling Shield, Horror Form, Digital Camo, Cryo Sting, Self-Revival, Regeneration, Unexplainable Fast Healing. | |||
*Horror Forms are PMS. | |||
|'''Metaprotections:''' Changelings aren't an expected threat, but a known one, especially in far more isolated sectors such as the stations! They're as serious as your SM going nuclear! | |||
|- | |- | ||
|'''Description:''' You are a | |'''<big>Clockcult</big>''' | ||
The | (OPFOR) | ||
|'''Description:'''You are a cultist of Ratvar, the Clockwork Justicar. Your God is Dead, but yet He still Lives; it is your work to serve Him as one of His remaining loyalists. Your God's corpse sleeps in His city of Reebe, but through rite and ritual, you may yet wake Him; and bring Him here for war to live again. | |||
Ratvar's corpse yet still ticks and hums with energy, and His dominance over machinery and systems is still one that can be grasped by His followers, if faintly. You may not have enough power to induct new cogs into the Machine, but the System's levers can still be pulled. Wake the metal. Create the metal. Control the metal. | |||
|'''Special Rules:'''Don't be surprised if you get arrested for doing clock-work stuff. | |||
|'''Metaprotections:''' | |||
*The '''chaplain''' and '''curator''' know everything, and that ratvar himself is out-of-action for the foreseeable future. | |||
*Elsewise, your characters can have a baseline knowledge of the cult, that they're as a baseline usually not immediately-aggressive, and more reactive then proactive. | |||
* Objects used by the cult (cogs, the jud-visor) are all up to common sense, what it looks like it's doing, it's probably doing. | |||
|- | |- | ||
|'''Special | |'''<big>Heretic!</big>''' | ||
* | * Special Antag or CURATED. | ||
* | |'''Description:''' | ||
* You are a Heretic. You are a follower of the Mansus paths. Which one? That’s up to you. | |||
* | * The path you choose is essentially your toolset. | ||
* Rather than ascending, perhaps as a Flesh path Heretic you can focus on making an army of eldritch monstrosities. As a Flame path Heretic, you can just be a very capable Arsonist. There are many options, and amidst Antagonists, you actually have rather resilient Metaprotections. The Chaplain and Curator are not your friends. | |||
|'''Special Rules:''' | |||
* Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else. | |||
* The Mask of Madness places you in a permanent mechanical state while worn. | |||
*All Sickles are Confiscatable by security. | |||
*Ascension isn't permitted. | |||
|'''Metaprotections:''' | |||
* Heretics are very esoteric things. While magic is something that’s left to the individual to believe in, men in ominous robes wearing visibly pulsating, glowing amulets are probably something worth being suspicious of. Obvious weapons can be confiscated, of course, such as Sickles, Carving Knives, etc. | |||
* What Heretics are fully capable of isn't known outside of the curator/chaplain! What you see is what you get! | |||
|- | |- | ||
|'''<big>Malf AI!</big>''' | |||
* ENABLED | |||
|'''Description:'''You are a Malfunctioning AI. What does that take the form of? It depends on the AI. Maybe you’re passionate about lamps. Worse, maybe you consider people lamps. Maybe people, who are lamps, are only off if they aren’t moving. Maybe all the lamps need to be off. That’s just one example, and there is a lot you can do. Don’t be even remotely afraid to Opfor, or ahelp, as a roundstart Malf AI, for a specific set of laws that people can’t change. | |||
Being a Malf AI implies you are '''''Malfunctioning'''''. You didn’t just decide to be evil, something is genuinely wrong. If the way you play Malf AI is almost entirely indiscernible from your normal AI, well, that’s telling. | |||
|'''Special Rules:''' | |||
*Your “SSD” cyborg shells are open season. They aren’t protected by normal SSD rules. | |||
*You cannot activate Combat Indicator, barring being in a shell. Escalate accordingly. | |||
*Confirmed malfs, and their AI sat are a PMS locale. | |||
*Don't try to rope in borgs on the Interlink. | |||
*During the Doomsday countdown, every cyborg on the station, and you, are in a PMS. | |||
*A Cyborg Factory is a guaranteed outing of a Malf AI if the CE, RD, Engineers, or Roboticists find it. | |||
*You are allowed to blow up your own borgs, if they came out of a factory. | |||
*<span style="color: red; font-size:150%">'''<u>YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.</u>'''</span> | |||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
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 | |||
|'''Description:''' | |||
You’re obsessed. It’s a bit weird. You’re not even entirely sure if you know this person or not, but some foreign force is manipulating you into fixating on them. In various, terrible ways. Make sure to drum up the creepy factor while in private. … Maybe don’t get ''too'' weird about it. | |||
|'''Special Rules:''' | |||
*Yes you’re allowed to be obsessed as a head of staff. | |||
|'''Metaprotections:''' | |||
Medical can remove this antagonist entirely from you by just scanning your brain, checking for schizophrenia, and promptly removing it. It’s also something that they should be looking for, especially towards the middle of the shift. | |||
The Psychologist is theoretically your best friend and enemy for roleplay purposes. | |||
|- | |- | ||
|'''<big>Wizard!</big>''' | |||
* (Disabled: generally the abilities are too wide reaching, and alot of them are straight up unfair to everyone else when used) | |||
|'''Description:''' | |||
You are a Wizard. You are the magnum opus of Antagonists. Singularly, you are the strongest Antagonist in the game with a set of tools at your disposal that are fully capable of extending roleplay, or forcing people into positions to where they can’t fight you. You also have an extensive set of very painful tools. There are specific tools however that aren’t permitted to be used without admin approval, or disallowed outright (mentioned later). As a Wizard your goal is to cause problems, and as a heavy threat cost, you can ultimately dictate the pace of a round. As a Wizard, security is aware that you are very powerful and also a massive threat. | |||
|'''Special Rules:''' | |||
*Do not use the Ghost Ritual. | |||
*Do not stay on the Wizard Shuttle. | |||
*Do not use the Wizard Events without Admin permission. | |||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic. | |||
|} | |} | ||
<center> | |||
== MidRounds (Ghost Spawns)== | |||
{| class="wikitable" | |||
|+ | |||
!Antag Type: | |||
!'''Description:''' | |||
!'''Special Rules:''' | |||
!'''Metaprotections:''' | |||
|- | |- | ||
|''' | |'''<big>Abductors!</big>''' {{anchor|Abductor}} | ||
<span style="color: orange; font-size:135%">Critical Threat</span> | |||
| | |||
| | * Disabled (Not very good for roleplay, on account of their design, aswellas being generally impossible to stop without overwhelming force.) | ||
* What they need: Teleporting in or out to be a 15s timer, inbuilt telepathy so they can actually talk to people, and a moment of weakness (appearing near station or something?) | |||
|'''Description:'''You are a Gray. You are a member of a species dedicated to experimenting on the scientifically challenged. | |||
The sentient life that dots the furthest reaches of the Frontier is curious, to say the least, and deserving of study. You view the species of the outer ring much in the same way a scientist would a remarkably intelligent rat. You are particularly interested in individuals that actively make no sense, even among the borderline sub-sentient life that dots these stations. | |||
|'''Special Rules:''' | |||
*Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea. | |||
*This is a role that is nigh-unstoppable if the rules are 'equal' for both sides, so just know you'll be playing to lose. | |||
* Functionally PMS once called out, but, as you have nothing but advantages, you should keep trying to roleplay. | |||
*they're very-PMS if they're openly using their gear, this includes the tools or elsewise, so no, you do not have to wait for them to hack the door open before running away. | |||
|'''Metaprotections:'''<u>The Science department</u> knows that Grays consistently steal away people for strange experiments. They are familiar with their ability to teleport on-station, as well as disguise themselves. They know that people abruptly appearing detained in strange places can be a sure sign of a freshly experimented-on crewmember. Especially if their memory is gone, or they’re acting strange. They also know they can’t speak vocally. | |||
<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. | |||
<u>The Security department</u> is aware of an alien species prone to abducting crew, and that you have to go above-and-beyond with them to put them down, due to their advanced armors. | |||
<u>Everyone</u> knows that abductors are bad-news-bears, have a bad habit of appearing where you don't want to be, and elsewise, know they use the cameras to get around! (Meaning, you're allowed to disable cams!) | |||
|- | |- | ||
|''' | |'''<big>Blob!</big>''' {{anchor|Blob}} | ||
<span style="color: red; font-size:135%">PMS</span> | |||
* | * Disabled (didn't really encourage RP at all) | ||
* | * What it needs: win-condition (ending round) gone, maybe spawns a second blob at the 500 mark? Slight nerfs so it doesn't scale as fast. | ||
|'''Description:'''You are a Blob, or Blobbernaught. You are a somewhat sentient, indifferent living infection that has taken root on the station. Deceptively intelligent, you have one singular goal. Spread your infection and grow as big and as fast as possible. You are completely capable of reacting to threats in clever ways, though most of them just involve changing your strain accordingly. All that matters is that you grow. As a Blobbernaught, you have a simple goal. Protect the Overmind by violently murdering its assailants. | |||
|'''Special Rules:''' | |||
*You are not allowed to spawn within a screen-length of Atmos, an Engine, the Icebox AI area, Grav Gen, or Toxins. <span style="color: red">OR DORMS.</span> | |||
*You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke. | |||
|'''Metaprotections:'''You are the most well-known Antagonist in the game. You have no metaprotections. People can know as much about you as they wish to know, even down to your individual strains. | |||
|- | |- | ||
| | |'''<big>Contractor!</big>''' {{anchor|Contractor}} | ||
* CURATED | |||
{| | |'''Description:''' | ||
|'''Description''' | |||
Imagine a much less cool version of cowboy bebop, without the charisma, or being within the law, that about sums it up: You kidnap people who are assumed to know something, or else-wise be of value, for a lumpsum of money, and a bit of TC. | Imagine a much less cool version of cowboy bebop, without the charisma, or being within the law, that about sums it up: You kidnap people who are assumed to know something, or else-wise be of value, for a lumpsum of money, and a bit of TC. | ||
|'''Special Rules:''' | |||
|'''Special Rules''' | |||
*You are bound to the same rules as other antags; that means you shouldn't just decide to blow up the SM because you feel like it, regardless of if you can afford a bomb or not, and stick to your goal of kidnapping. | *You are bound to the same rules as other antags; that means you shouldn't just decide to blow up the SM because you feel like it, regardless of if you can afford a bomb or not, and stick to your goal of kidnapping. | ||
*Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status. | *Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status. | ||
*As per [[#Station_Threat:|Station Threat rules]], you become a Station Threat once the first successful kidnapping triggers the automated CC ransom announcement, even if the kidnapping was by a different contractor. | |||
|'''Metaprotections:''' | |||
'''None''': everyone knows what the [[Contraband|Contractor gear]] is, and whom uses it: Syndicate Contractors. | |||
|- | |- | ||
|'''Cortical Borer!''' {{anchor|Borer}} | |||
<span style="color: red; font-size:135%">PMS</span> | |||
(Disabled: lack of ability to influence the station, coupled with being essentially impossible to get rid of once they get a single willing host) | |||
what it needs: diveworm gone, eggs limited to 1 additional per borer, instead of practically infinite. | |||
|'''Description:'''You are a Cortical Borer. Not-so-affectionately referred to as a Head Slug, but lesser known than your Changeling Parasite relative. By and far away more beneficial, as a Borer, your goal is quite simple. Create more Cortical Borers, protect yourself, and keep your host alive. Emphasis alive, seeing as their general happiness is irrelevant to your longevity, and benefitting your host is a luxury for the complacent. Despite your benefits, you are ultimately illegal to have. Nanotrasen makes it a point to quell the population due to their loose relationship with Changelings, and it’s largely believed by the top brass that Cortical Borers are the larval form of the Changeling Parasite. | |||
|'''Description:''' You are a Cortical Borer. Not-so-affectionately referred to as a Head Slug, but lesser known than your Changeling Parasite relative. By and far away more beneficial, as a Borer, your goal is quite simple. Create more Cortical Borers, protect yourself, and keep your host alive. Emphasis alive, seeing as their general happiness is irrelevant to your longevity, and benefitting your host is a luxury for the complacent. Despite your benefits, you are ultimately illegal to have. Nanotrasen makes it a point to quell the population due to their loose relationship with Changelings, and it’s largely believed by the top brass that Cortical Borers are the larval form of the Changeling Parasite. | |||
|'''Special Rules:''' | |'''Special Rules:''' | ||
*You are PMS at all times. You do not need to CI. No one needs to CI vs you. | *You are PMS at all times. You do not need to CI. No one needs to CI vs you. | ||
* You do not need to roleplay prior to infestation. | * You do not need to roleplay prior to infestation. | ||
*You should keep to opt-in "inconvenience" targets. | *You should keep to opt-in "inconvenience" or worse targets. | ||
|'''Metaprotections:'''Cortical Borers are well-known by everyone, but only characters with a deep medical or science background know that sugar can render them temporarily comatose for removal. They also know that Cortical Borers don’t take kindly to that, and that they’re theoretically replaceable. | |||
|'''Metaprotections:''' | |||
Cortical Borers are well-known by everyone, but only characters with a deep medical or science background know that sugar can render them temporarily comatose for removal. They also know that Cortical Borers don’t take kindly to that, and that they’re theoretically replaceable. | |||
|- | |- | ||
|'''Fugitives / The Hunters''' {{anchor|Fugitive}}{{anchor|Bounty Hunter}}{{anchor|Waldo}} | |||
* ENABLED | |||
|'''Description:''' | |'''Description:''' | ||
The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail. | The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail. | ||
They are /not/ traditional antags, while they can commit crimes in order to avoid arrest; that doesn't mean they can just go around killing people like a Traitor, or Changeling. | They are /not/ traditional antags, while they can commit crimes in order to avoid arrest; that doesn't mean they can just go around killing people like a Traitor, or Changeling. | ||
|'''Special Rules''' (Per Type): | |'''Special Rules''' (Per Type): | ||
'''Fugitives:''' | '''Fugitives:''' | ||
*NT prisoner: Escaped convicts | *NT prisoner: Escaped convicts. | ||
*Waldo: Where is he? | *Waldo: Where is he? | ||
* Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you. | * Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you. | ||
Line 306: | Line 283: | ||
'''Hunters:''' | '''Hunters:''' | ||
*'''Spacepol''': You are the law, and you've some arrests to make, | *'''Spacepol''': You are the law, and you've some arrests to make, which government are you from, again? | ||
*'''Russians:''' [insert something stereotypical here, along with 'follow your spawn text'] | *'''Russians:''' [insert something stereotypical here, along with 'follow your spawn text'] | ||
*'''Bounty Hunters:''' You're the cowboy bebop the contractors wish they were, and well-known to boot! but equally, not above the law, so best to keep your cover low, and avoid getting in beefs with the station-crew. | *'''Bounty Hunters:''' You're the cowboy bebop the contractors wish they were, and well-known to boot! but equally, not above the law, so best to keep your cover low, and avoid getting in beefs with the station-crew. | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
The station knows very-little about either side, and unless an announcement is made, shouldn't treat this as a 'common occurrence.' | The station knows very-little about either side, and unless an announcement is made, shouldn't treat this as a 'common occurrence.' | ||
Though; they are welcome to notice the famous [Bounty Hunters] on station! | Though; they are welcome to notice the famous [Bounty Hunters] on station! | ||
| | |- | ||
|'''Hostile Data Entities / Cyber Police''' {{anchor|Bitghost}} | |||
<span style="color: red; font-size:135%">PMS</span> | |||
{| | |||
* 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. | |||
|'''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. | |||
*The Beach Bums spawned in the Beach Bar virtual domain are non-hostile. CI applies with them, roleplay is encouraged, and fighting is frowned upon. | |||
*The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure. | *The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure. | ||
* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them '''dead''' and '''gone''', not vegetatively immobile. | * Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them '''dead''' and '''gone''', not vegetatively immobile. | ||
*If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin. | *If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin. | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
None. You are just another hostile program in a virtual domain full of hostile programs. | None. You are just another hostile program in a virtual domain full of hostile programs. | ||
|- | |- | ||
|''' | |'''<big>Nightmare!</big>''' {{anchor|Nightmare}} | ||
<span style="color: orange; font-size:135%">Station Threat</span> | |||
| | |||
* ENABLED | |||
|'''Description:''' | |||
* | |||
|'''Description:''' | |||
You are a Nightmare. You are, ultimately, a malevolent thing misplaced. Most often, Nightmares exist on another plane of perpetual darkness, content to wander. Occasionally, however, a little curious light pops up as little more than a flicker. Almost always accidentally, Nightmares then manifest on stations through this phenomenon with no means to get back. | You are a Nightmare. You are, ultimately, a malevolent thing misplaced. Most often, Nightmares exist on another plane of perpetual darkness, content to wander. Occasionally, however, a little curious light pops up as little more than a flicker. Almost always accidentally, Nightmares then manifest on stations through this phenomenon with no means to get back. | ||
You have an innate distaste for any amount of light, other devices and machines wouldn't be of much interest to you. | You have an innate distaste for any amount of light, other devices and machines wouldn't be of much interest to you. | ||
|'''Special Rules:''' | |||
|'''Special Rules:''' | |||
*Breaking APC’s shouldn't be your focus, you care about lights, not power usage. | *Breaking APC’s shouldn't be your focus, you care about lights, not power usage. | ||
*Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State. | *Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State. | ||
*You are literally a horror from another plane that is naturally malevolent towards light and those that use it. | *You are literally a horror from another plane that is naturally malevolent towards light and those that use it. | ||
*People who insist on shining light on you while emoting can’t complain if you stab them for it. | *People who insist on shining light on you while emoting can’t complain if you stab them for it. | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends: | Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends: | ||
Line 452: | Line 329: | ||
* They burn really, really well. | * They burn really, really well. | ||
* Surprisingly sentient. | * Surprisingly sentient. | ||
|} | |- | ||
|'''Man Eaters!''' {{anchor|Kudzu}}{{anchor|Man Eater}} | |||
<span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span> | |||
* Technically ENABLED, they're in vines sometimes | |||
|'''Description:''' | |||
You are a Maneater. A bulbous bloom and the offspring of some particularly nasty Vines. By all accounts, you are practically non sentient, outside of communicating with other man eaters. Your intelligence level is otherwise nonexistent. Despite your name, you don’t actually eat people, but boy do you murder anyone and anything that tries to mess with your vines. | |||
| | |||
'''Special Rules:''' | |||
* Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer. | |||
* Do not chase anyone past a point where you can’t see your vines. | |||
*You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP. | |||
|'''Metaprotections:''' | |||
You’re just a plant. | |||
|- | |- | ||
|''' | |'''<big>Morphling!</big>''' {{anchor|Morph}}{{anchor|Morphling}} | ||
<span style="color: orange; font-size:135%">Critical Threat</span> | |||
| | |||
* ENABLED | |||
|'''Description:''' | |||
You are a morphling. You are a green blob of amorphous slurring stupidity, so you’ll fit right in on station, right? You have a ceaseless, unrelenting hunger that is only momentarily satiated by whatever you can consume. | |||
Fortunately, what you can consume is “Anything that isn’t bolted to the floor.” | |||
Your ultimate goal is to consume as much as possible. Your very presence alone is enough for anyone who values their belongings to weld their vents. Especially if you’re the Warden. That said, there are some things you should save for later. | |||
| | |||
'''Special Rules:''' | |||
*For the sake of everyone’s sanity, don’t just rush the Silo. | |||
*Eating people should be reserved for opt-in: round remove. | |||
*Don’t smash machinery just to eat the parts, unless that particular machine is being used against you. | |||
* <span style="color: red">Do not morph into a BSA, DNA vault, or the Grav Gen.</span> | |||
*Becomes PMS once they start eating (important stuff) or attacking crew. | |||
|'''Metaprotections:''' | |||
Your existence is a notorious, consistent nuisance on a large number of stations. Aside from everyone knowing almost everything about you, only people in medical and science know that you slur when you imitate speech. Then again, everyone is going to find that strange anyway. Unless your disguise is mute. | |||
|- | |- | ||
|'''<big>Revenant!</big>''' {{anchor|Revenant}} | |||
<span style="color: red; font-size:135%">PMS</span> | |||
* ENABLED | |||
|'''Description:''' | |'''Description:''' | ||
You’re a Revenant. Whether you’re a legitimate apparition of someone from the past, a Haunt, or a genuine force of sheer malevolence made manifest, you are ultimately here to be a nuisance. Or worse. Out of all of the Antagonists, you are the singular one that can roleplay from perfect safety. | You’re a Revenant. Whether you’re a legitimate apparition of someone from the past, a Haunt, or a genuine force of sheer malevolence made manifest, you are ultimately here to be a nuisance. Or worse. Out of all of the Antagonists, you are the singular one that can roleplay from perfect safety. | ||
You can emote through hearable subtles by just being beside people. | You can emote through hearable subtles by just being beside people. | ||
|'''Special Rules:''' | |||
|'''Special Rules:''' | |||
* You can subtle (hearable) while not manifested, as well as view exploitable information as well. | * You can subtle (hearable) while not manifested, as well as view exploitable information as well. | ||
* You should keep people's opt-in status in mind, if it's set to no, you shouldn't go out of your way to target them. | * You should keep people's opt-in status in mind, if it's set to no, you shouldn't go out of your way to target them. | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
Everyone has complete knowledge of what you are and what you’re capable of. Just as well, the Chaplain can, will, and should hunt you down. | Everyone has complete knowledge of what you are and what you’re capable of. Just as well, the Chaplain can, will, and should hunt you down. | ||
Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it. | Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it. | ||
|} | |- | ||
|'''<big>Space Dragon!</big>''' {{anchor|Dragon}} | |||
(Disabled: There's like, nothing here that encourages RP, from the arbitrary timer-until-you're-fucked, to the carpswarm)<span style="color: red; font-size:135%">PMS</span> | |||
what it needs: like, way to much, pretty much a redo | |||
|'''Description:''' | |||
You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet. | |||
|'''Description:''' You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet. | |||
|'''Special Rules:''' | |'''Special Rules:''' | ||
*<span style="color: red">Don’t go on the Emergency Shuttle.</span> | *<span style="color: red">Don’t go on the Emergency Shuttle.</span> | ||
Line 503: | Line 393: | ||
*Dead carp are a valid source of health. | *Dead carp are a valid source of health. | ||
*You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock. | *You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock. | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
You’re a well known threat. There’s not much to know about you other than portals are bad, carps are bad, being on fire is bad, and you can die, so killing you is an option. One the crew will immediately spring for. | You’re a well known threat. There’s not much to know about you other than portals are bad, carps are bad, being on fire is bad, and you can die, so killing you is an option. One the crew will immediately spring for. | ||
|- | |- | ||
| | |'''<big>Space Pirates!</big>''' {{anchor|Pirate}} | ||
* CURATED | |||
<span style="color: orange; font-size:135%">Critical Threat</span> | |||
|'''Description:''' | |'''Description:''' | ||
You're a pirate; you tried to extort the station, and that fell through, so now you're here to get your plunder on your own accord. | You're a pirate; you tried to extort the station, and that fell through, so now you're here to get your plunder on your own accord. | ||
|'''Special Rules:''' | |'''Special Rules:''' | ||
*You come with a giant announcement telling everyone you're here for a fight, so expect to be attacked almost instantly, this means while you are not PMS; you are also not protected from validhunting in general, as you are actively a threat to everyone. The only exception is the 'NRI Police' / 'NRI Patrol' variation of pirates, which announce more neutral terms. | *You come with a giant announcement telling everyone you're here for a fight, so expect to be attacked almost instantly, this means while you are not PMS; you are also not protected from validhunting in general, as you are actively a threat to everyone. The only exception is the 'NRI Police' / 'NRI Patrol' variation of pirates, which announce more neutral terms. | ||
Line 521: | Line 407: | ||
*/Just because you can sell crew, doesn't mean you should./ | */Just because you can sell crew, doesn't mean you should./ | ||
*No, the 'space IRS' is not a government entity, no they are not from solfed, or NT. | *No, the 'space IRS' is not a government entity, no they are not from solfed, or NT. | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
none; you literally come fresh with a massive announcement telling everyone you're here for a fight. | none; you literally come fresh with a massive announcement telling everyone you're here for a fight. | ||
|- | |- | ||
|'''Description:''' | |'''<big>Space Ninja</big>''' {{anchor|Ninja}}{{anchor|Space Ninja}}<big>Enabled.</big> | ||
|'''Description:''' | |||
You are a Ninja. In space. Specifically a Ninja from the Spider Clan. A very vague, poorly known yet notorious entity. You sport remarkably advanced equipment that generally doesn’t play well with anyone that lacks the training or discipline to use it. That won’t stop the crew from trying to murder you just to hold the fancy Katana. | You are a Ninja. In space. Specifically a Ninja from the Spider Clan. A very vague, poorly known yet notorious entity. You sport remarkably advanced equipment that generally doesn’t play well with anyone that lacks the training or discipline to use it. That won’t stop the crew from trying to murder you just to hold the fancy Katana. | ||
You arrive at the station with specific simple goals. Often conflicting in morality. You can show up and have to make sure someone survives the shift while simultaneously also having to steal information, abduct someone else, or leave a literal crater in a department. You benefit greatly from Opfor, but it isn’t required for them. | You arrive at the station with specific simple goals. Often conflicting in morality. You can show up and have to make sure someone survives the shift while simultaneously also having to steal information, abduct someone else, or leave a literal crater in a department. You benefit greatly from Opfor, but it isn’t required for them. | ||
|'''Special Rules:''' | |'''Special Rules:''' | ||
*If you get a bomb objective for atmos/engineering(near the SM), ahelp to get a different one. | *If you get a bomb objective for atmos/engineering(near the SM), ahelp to get a different one. | ||
Line 539: | Line 419: | ||
* You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands. | * You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands. | ||
*Ninjas should not vent the entire station. It can be considered griefing. | *Ninjas should not vent the entire station. It can be considered griefing. | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
* Security has full knowledge of your equipment. | * Security has full knowledge of your equipment. | ||
* Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC. | * Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC. | ||
* You’re going to be considered a threat, even if you ''do'' say you’re here to protect someone. | * You’re going to be considered a threat, even if you ''do'' say you’re here to protect someone. | ||
|} | |- | ||
|'''<big>Spiders!</big>''' {{anchor|Spider}} | |||
* (Disabled: Same issues as space dragon, not alot of RP, but a whole lot of 'killing people at random while constantly expanding') | |||
<span style="color: red; font-size:135%">PMS</span> | |||
What they need: really just to not make more player controlled ones, that's the biggest thing. | |||
|'''Description:''' | |||
|'''Description:''' | |||
You are a spider. If you are a spider, you have a simple job. Produce eggs. Kill things that invade your nest. Protect the brood mother. You are a permanently mechanical antagonist, due to how important time is to you. | You are a spider. If you are a spider, you have a simple job. Produce eggs. Kill things that invade your nest. Protect the brood mother. You are a permanently mechanical antagonist, due to how important time is to you. | ||
|'''Special Rules:''' | |'''Special Rules:''' | ||
*You are a simple animal. Technology is completely foreign to you. Behave as a spider would. | *You are a simple animal. Technology is completely foreign to you. Behave as a spider would. | ||
*Do not drag welders, or water tanks. | *Do not drag welders, or water tanks. | ||
*You are allowed to break heaters. | *You are allowed to break heaters. | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
*You are a spider. People know everything about you. | *You are a spider. People know everything about you. | ||
*People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself. | *People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself. | ||
|} | |} | ||
<center> | |||
<center><center> | |||
{{Rules table}} | {{Rules table}} | ||
[[Category:Rules]] | [[Category:Rules]] |
Latest revision as of 16:56, 5 March 2025
Nova Sector Antagonist Policy
Good Faith | Good Faith should be starting point of your interactions; while they won't always go how you want, it's important to always be trying your best to focus on creating roleplay where possible, even in dire circumstances! This doesn't mean you have to ignore the mechanics on the game, be that fixing a girder, or getting in a fight, just that you shouldn't be playing this role, or any other with the sole-intention of putting roleplay in second-place! |
General Rulings:
- Antagonists should not be hijacking/attacking the escape shuttle without admin-permission.
- Completing your objectives shouldn't be the exclusive goal of your round, instead, you should be focusing on creating situations for others to react, and engage with as you attempt them.
- 'Wildcard,' so to say, self assigned objectives are non-binding, and not considered valid unless approved by staff.
- Antags are required to have an approved opfor before converting anyone, regardless of manner used.
- Yes, this applies to hypnosis, emagging borgs, or anything that puts a player controlled mob on your side outside of holoparasites, and simian backup (the monkeys)
- No exfiltration via leaving station Z or admin intervention; you're in for the long-haul.
Current Opfor Standards:
Important Notes:
- Your explanations for the objectives should be as straightforward to read as possible.
- Explain your limits, the intent on how to do it, ETC in the objective descriptions so staff aren't caught out of left-field when your 'kill the HoS' objective suddenly becomes mass-bomb the brig incase the HoS is in there.
Staff-side requirements:
- Group opfors are allowed, as long as the they serve the intention of the gimmick, and the group involvement isn't within the range for powergaming. (EX: You shouldn't have a 5 man opfor to kill one sec off, where everyone gets s-carp)
Currently blocked requests:
- Heretic / Heretical Book (without approved whitelist)
- Simple Mobs and otherwise pure PMS entities
- The following roundstart antags, (Blood Brother, Malf-AI without changes)
- Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.
- Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Abductors.
- Nuke-ops / Clownops
Opt-In
Opt-In Prefs
- No means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences or circumstance.
- Yes - Inconvenience applies to antagonists and their objectives, namely being kidnapped or cuffed either by objective or circumstance.
- Yes - Kill applies to both antags and non-antags, letting them know you're open to be killed more wantonly, which also means means you can catch the fade for walking in on a bad situation.
- Yes - Round-removal is much the same: it lets people know you're alright with round-removal in most situations. So if you walk into a bomb threat you should expect they won't even try to not gib you.
For The Antag:
You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?
- As said above, you want to keep opt-in's in mind, this doesn't mean you can't wack the opt-in no engineer who just walked in on your murder, but it does mean you shouldn't kill them, just to steal their jaws so you can break into medical faster.
- Above anything else, before and after this, you want to avoid damaging large-swathes of the station for 1-2 targets.
So what can I do?!
- Damage an area, as long as said damage is specifically related to the objective.
- as long as you try to avoid destroying connected areas, or needlessly affecting everyone else through extension (SM room, Toxins, the ore silo, etc)
- Target sec when they show up, as they're always opted in.
- Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said!
PMS / Station Threat / Metaprotection: |
---|
Permanent Mechanical StateThe state in which waiting the usual time for CI isn't required, and anyone under it can be attacked immediately as CI is flagged up. However: If both/all sides in a situation start roleplaying, default CI rules will return until either a fight starts or the PMS threat 'disengages' (teleports/runs or w/e, thus, putting themselves back into PMS). Permanent mechanical state is only granted to:
|
Station Threat:Any antag that while protected by CI policy still, is free game for anyone to: hunt, pursue, or elsewise, try to kill without worry of 'validhunting.' So-to-say, they are completely fair game for the crew to target. Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving. 'Cannot Seek' rolesThese are jobs/roles that while they can react to a station threats if the threat happens to come to them, cannot actively seek out the threat itself. (these limitations do not apply to any critical threats.)
|
General Roster
Antag Type: | Description: | Special Rules: | Metaprotections: |
---|---|---|---|
Traitor!
|
Description:You are a ne'er do well, a criminal, a contractor, or else-wise just a person who's offered to do an easy job for a years pay, whatever the case.
You're here with a goal, and likely, not one they ever expected you to complete. |
Special Rules:
|
Metaprotections: HERE
If it's not in contraband, it's an unknown and should be treated as it appears. |
Changeling! Station Threat
|
Description: You are a changeling. Loosely related to Cortical Borers, you are a living, stealthy, remarkably intelligent parasite capable of vivid, visceral transformations and picture-perfect disguises. You start the shift in your most recent host, having taken their form (results may vary at your discretion).
A remarkably notorious creature with vague origins, your sole purpose is to amass more genetic strains. Your goals can be heavily impacted by your host of choice, adapting many qualities of their personality. Beyond your original appearance, you are very capable of mimicry, though these don’t necessarily influence your host personality. |
Special Rules:
|
Metaprotections: Changelings aren't an expected threat, but a known one, especially in far more isolated sectors such as the stations! They're as serious as your SM going nuclear! |
Clockcult
(OPFOR) |
Description:You are a cultist of Ratvar, the Clockwork Justicar. Your God is Dead, but yet He still Lives; it is your work to serve Him as one of His remaining loyalists. Your God's corpse sleeps in His city of Reebe, but through rite and ritual, you may yet wake Him; and bring Him here for war to live again.
Ratvar's corpse yet still ticks and hums with energy, and His dominance over machinery and systems is still one that can be grasped by His followers, if faintly. You may not have enough power to induct new cogs into the Machine, but the System's levers can still be pulled. Wake the metal. Create the metal. Control the metal. |
Special Rules:Don't be surprised if you get arrested for doing clock-work stuff. | Metaprotections:
|
Heretic!
|
Description:
|
Special Rules:
|
Metaprotections:
|
Malf AI!
|
Description:You are a Malfunctioning AI. What does that take the form of? It depends on the AI. Maybe you’re passionate about lamps. Worse, maybe you consider people lamps. Maybe people, who are lamps, are only off if they aren’t moving. Maybe all the lamps need to be off. That’s just one example, and there is a lot you can do. Don’t be even remotely afraid to Opfor, or ahelp, as a roundstart Malf AI, for a specific set of laws that people can’t change.
Being a Malf AI implies you are Malfunctioning. You didn’t just decide to be evil, something is genuinely wrong. If the way you play Malf AI is almost entirely indiscernible from your normal AI, well, that’s telling. |
Special Rules:
|
Metaprotections:
The Chief Engineer, Engineers, Research Director, and Roboticist, all know that blue APC’s are a bad thing. A very bad thing. It doesn’t necessarily mean that the AI is malf. The RD and the Roboticists both know that Law 0 can exist, and should probably notice if new borgs are popping up out of nowhere. The RD and the CE are both allowed to be the ones that make the call that the AI is Malf. The RD is the go-to person that should scrutinize the AI. If a Roboticist, RD, CE, or Engineer happens to find a Cyborg Factory, the cat is out of the bag if they can report it. Equipment that has no business exploding, like scrubbers, holopads, or the booze-o-mat, or RCDs is a tell-tell sign that the AI is malfunctioning. |
Obsessed!
|
Description:
You’re obsessed. It’s a bit weird. You’re not even entirely sure if you know this person or not, but some foreign force is manipulating you into fixating on them. In various, terrible ways. Make sure to drum up the creepy factor while in private. … Maybe don’t get too weird about it. |
Special Rules:
|
Metaprotections:
Medical can remove this antagonist entirely from you by just scanning your brain, checking for schizophrenia, and promptly removing it. It’s also something that they should be looking for, especially towards the middle of the shift. The Psychologist is theoretically your best friend and enemy for roleplay purposes. |
Wizard!
|
Description:
You are a Wizard. You are the magnum opus of Antagonists. Singularly, you are the strongest Antagonist in the game with a set of tools at your disposal that are fully capable of extending roleplay, or forcing people into positions to where they can’t fight you. You also have an extensive set of very painful tools. There are specific tools however that aren’t permitted to be used without admin approval, or disallowed outright (mentioned later). As a Wizard your goal is to cause problems, and as a heavy threat cost, you can ultimately dictate the pace of a round. As a Wizard, security is aware that you are very powerful and also a massive threat. |
Special Rules:
|
Metaprotections:
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic. |
MidRounds (Ghost Spawns)
Antag Type: | Description: | Special Rules: | Metaprotections: |
---|---|---|---|
Abductors!
Critical Threat
|
Description:You are a Gray. You are a member of a species dedicated to experimenting on the scientifically challenged.
The sentient life that dots the furthest reaches of the Frontier is curious, to say the least, and deserving of study. You view the species of the outer ring much in the same way a scientist would a remarkably intelligent rat. You are particularly interested in individuals that actively make no sense, even among the borderline sub-sentient life that dots these stations. |
Special Rules:
|
Metaprotections:The Science department knows that Grays consistently steal away people for strange experiments. They are familiar with their ability to teleport on-station, as well as disguise themselves. They know that people abruptly appearing detained in strange places can be a sure sign of a freshly experimented-on crewmember. Especially if their memory is gone, or they’re acting strange. They also know they can’t speak vocally.
The Medical department: Is aware of Abductors, and their habit for replacing organs, once they're confirmed, medical should be on the prowl for people behaving weirdly, or else-wise, vanishing for periods of time, essentially:, everything science knows. The Security department is aware of an alien species prone to abducting crew, and that you have to go above-and-beyond with them to put them down, due to their advanced armors. Everyone knows that abductors are bad-news-bears, have a bad habit of appearing where you don't want to be, and elsewise, know they use the cameras to get around! (Meaning, you're allowed to disable cams!) |
Blob!
PMS
|
Description:You are a Blob, or Blobbernaught. You are a somewhat sentient, indifferent living infection that has taken root on the station. Deceptively intelligent, you have one singular goal. Spread your infection and grow as big and as fast as possible. You are completely capable of reacting to threats in clever ways, though most of them just involve changing your strain accordingly. All that matters is that you grow. As a Blobbernaught, you have a simple goal. Protect the Overmind by violently murdering its assailants. | Special Rules:
|
Metaprotections:You are the most well-known Antagonist in the game. You have no metaprotections. People can know as much about you as they wish to know, even down to your individual strains. |
Contractor!
|
Description:
Imagine a much less cool version of cowboy bebop, without the charisma, or being within the law, that about sums it up: You kidnap people who are assumed to know something, or else-wise be of value, for a lumpsum of money, and a bit of TC. |
Special Rules:
|
Metaprotections:
None: everyone knows what the Contractor gear is, and whom uses it: Syndicate Contractors. |
Cortical Borer!
PMS (Disabled: lack of ability to influence the station, coupled with being essentially impossible to get rid of once they get a single willing host) what it needs: diveworm gone, eggs limited to 1 additional per borer, instead of practically infinite. |
Description:You are a Cortical Borer. Not-so-affectionately referred to as a Head Slug, but lesser known than your Changeling Parasite relative. By and far away more beneficial, as a Borer, your goal is quite simple. Create more Cortical Borers, protect yourself, and keep your host alive. Emphasis alive, seeing as their general happiness is irrelevant to your longevity, and benefitting your host is a luxury for the complacent. Despite your benefits, you are ultimately illegal to have. Nanotrasen makes it a point to quell the population due to their loose relationship with Changelings, and it’s largely believed by the top brass that Cortical Borers are the larval form of the Changeling Parasite. | Special Rules:
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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
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Description:
The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail. They are /not/ traditional antags, while they can commit crimes in order to avoid arrest; that doesn't mean they can just go around killing people like a Traitor, or Changeling. |
Special Rules (Per Type):
Fugitives:
Hunters:
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Metaprotections:
The station knows very-little about either side, and unless an announcement is made, shouldn't treat this as a 'common occurrence.' Though; they are welcome to notice the famous [Bounty Hunters] on station! |
Hostile Data Entities / Cyber Police
PMS
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Description:
You are a hostile data entity created in response to a network intrusion. You are created in the context of a virtual domain, and are themed as such, but your objectives remain static: Kill the intruders and protect your home. You cease to exist when the domain is unloaded. |
Special Rules:
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Metaprotections:
None. You are just another hostile program in a virtual domain full of hostile programs. |
Nightmare!
Station Threat
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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:
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Metaprotections:
Nightmares are a recurrent threat just about everywhere in the sector, and are equally well known, most people know about the usual trends:
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Man Eaters!
PERMANENT MECHANICAL STATE
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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:
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Metaprotections:
You’re just a plant. |
Morphling!
Critical Threat
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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:
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Metaprotections:
Your existence is a notorious, consistent nuisance on a large number of stations. Aside from everyone knowing almost everything about you, only people in medical and science know that you slur when you imitate speech. Then again, everyone is going to find that strange anyway. Unless your disguise is mute. |
Revenant!
PMS
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Description:
You’re a Revenant. Whether you’re a legitimate apparition of someone from the past, a Haunt, or a genuine force of sheer malevolence made manifest, you are ultimately here to be a nuisance. Or worse. Out of all of the Antagonists, you are the singular one that can roleplay from perfect safety. You can emote through hearable subtles by just being beside people. |
Special Rules:
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Metaprotections:
Everyone has complete knowledge of what you are and what you’re capable of. Just as well, the Chaplain can, will, and should hunt you down. Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it. |
Space Dragon!
(Disabled: There's like, nothing here that encourages RP, from the arbitrary timer-until-you're-fucked, to the carpswarm)PMS what it needs: like, way to much, pretty much a redo |
Description:
You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet. |
Special Rules:
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Metaprotections:
You’re a well known threat. There’s not much to know about you other than portals are bad, carps are bad, being on fire is bad, and you can die, so killing you is an option. One the crew will immediately spring for. |
Space Pirates!
Critical Threat |
Description:
You're a pirate; you tried to extort the station, and that fell through, so now you're here to get your plunder on your own accord. |
Special Rules:
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Metaprotections:
none; you literally come fresh with a massive announcement telling everyone you're here for a fight. |
Space Ninja Enabled. | Description:
You are a Ninja. In space. Specifically a Ninja from the Spider Clan. A very vague, poorly known yet notorious entity. You sport remarkably advanced equipment that generally doesn’t play well with anyone that lacks the training or discipline to use it. That won’t stop the crew from trying to murder you just to hold the fancy Katana. You arrive at the station with specific simple goals. Often conflicting in morality. You can show up and have to make sure someone survives the shift while simultaneously also having to steal information, abduct someone else, or leave a literal crater in a department. You benefit greatly from Opfor, but it isn’t required for them. |
Special Rules:
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Metaprotections:
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Spiders!
PMS What they need: really just to not make more player controlled ones, that's the biggest thing. |
Description:
You are a spider. If you are a spider, you have a simple job. Produce eggs. Kill things that invade your nest. Protect the brood mother. You are a permanently mechanical antagonist, due to how important time is to you. |
Special Rules:
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Metaprotections:
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