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* Completing your objectives shouldn't be the exclusive goal of your round, instead, you should be focusing on creating situations for others to react, and engage with as you attempt them.
* Completing your objectives shouldn't be the exclusive goal of your round, instead, you should be focusing on creating situations for others to react, and engage with as you attempt them.
* Conversion requires there to be atleast double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holopara, or simian back up)
* Conversion requires there to be atleast double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holopara, or simian back up)
* Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so.
* Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so. You should not be attempting to force the round to end quickly via sabotage, massive destruction of the station, or total destruction.
* If you roll an antagonist that is not on this list, ahelp to inform staff.  
* If you roll an antagonist that is not on this list, ahelp to inform staff.  
'''You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?'''
'''You've rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?'''
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=== Threats From Within ===
=== Threats From Within ===


* <big>Traitor!</big>
* <big>Traitor</big>
* <big>Changeling!</big>
* <big>Changeling</big>
* <big>Malf AI!</big>
* <big>Malf AI</big>
* <big>Obsessed!</big>
* <big>Obsessed</big>
|'''Description:'''You are a ne'er do well, a criminal, a contractor, or else-wise just a person who's offered to do an easy job for a years pay, whatever the case.
|'''Description:'''You are a ne'er do well, a criminal, a contractor, or else-wise just a person who's offered to do an easy job for a years pay, whatever the case.
You're here with a goal, and likely, not one they ever expected you to complete.
You're here with a goal, and likely, not one they ever expected you to complete.
|'''Special Rules:'''
|'''Special Rules:'''
*Most of your actions should be focused around your objectives, or the people directly related to them, you should be keeping opt-in status' in mind aswell. Remember! RP is the focus, and even if the objective could be done with no witness' you should aim to generate some RP around the event itself.
*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.
*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:'''
|-
|-
|
|
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* <big>Clock Cultist</big>
* <big>Clock Cultist</big>
* <big>Heretic</big>
* <big>Heretic</big>
|'''Description:''' You are a worshipper of dark arts.  
|'''Description:''' You are a worshipper of arts that can only be explained through the conclusion that magic exists. Your goal is to satisfy your masters and further your arcane knowledge.  
|'''Special Rules:'''
|'''Special Rules:'''
* If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.
* As with threats from within, your actions should be focused on creating roleplay.  
* The changeling starts with a massive advantage above the crew in general you as the changeling should be sure to keep yourself, and your equipment/items within reason ability for the crew to be able to handle you.
|'''Metaprotections:'''  
** ala, don't powergame, don't go out of your way to stack additional advantages ontop of your headstart.
*Undeniable Proof of Changeling includes: Arm Blade, Tentacle Arm, Chitinous Armor, Ling Space Suit, Ling Shield, Horror Form, Digital Camo, Cryo Sting, Self-Revival, Regeneration, Unexplainable Fast Healing.
*Horror Forms are PMS.
|'''Metaprotections:''' Changelings aren't an expected threat, but a known one, especially in far more isolated sectors such as the stations! They're as serious as your SM going nuclear!
|-
|-
|
|
=== '''External Threats''' ===
=== '''External Threats''' ===


* Blob
* <big>Blob</big>
* Cortical Borer (Disabled pending changes)
* <big>Cortical Borer (Disabled pending changes)</big>
* Contractor
* <big>Contractor</big>
* Fugitives/Hunters
* <big>Fugitives/Hunters</big>
* Nightmare
* <big>Nightmare</big>
* Morph
* <big>Morph</big>
* Revenant
* <big>Revenant</big>
* Space Pirates
* <big>Space Pirates</big>
* Space Ninja
* <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.
|'''Special Rules:'''
|'''Special Rules:'''
* Don't be surprised if you get arrested for doing clock-work stuff.
*
* Clock cult has not been maintained in some time, there may be bugs that staff cannot fix. Use the role with caution.
|'''Metaprotections:'''
|'''Metaprotections:'''
*The '''chaplain''' and '''curator''' know everything, and that ratvar himself is out-of-action for the foreseeable future.
*Elsewise, your characters can have a baseline knowledge of the cult, that they're as a baseline usually not immediately-aggressive, and more reactive then proactive.
* 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 Antag or CURATED.
* Special Antag or CURATED.
|'''Description:'''
|'''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.
* The Mask of Madness places you in a permanent mechanical state while worn.
*All Sickles are Confiscatable by security.
*Ascension isn't permitted.
|'''Metaprotections:'''
|'''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!
|}
|}
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Revision as of 17:48, 12 April 2025

Nova Sector policies
Return to policies page

Nova Sector Antagonist Policy

Good Faith

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

General Rulings:

  • Antagonists should not be hijacking/attacking the escape shuttle without admin-permission.
  • 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.
  • Conversion requires there to be atleast double-the-security for the amount of people you want to convert, unless it's a pre-set number of converts (Like holopara, or simian back up)
  • Avoid targeting anything relating to atmospherics, or the engine, ahelp for permission if it's part of a gimmick to do so. You should not be attempting to force the round to end quickly via sabotage, massive destruction of the station, or total destruction.
  • If you roll an antagonist that is not on this list, ahelp to inform staff.

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

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

So what can I do?!

  • Damage an area, as long as said damage is specifically related to the objective.
  • Target sec when they show up, as they're always opted in.
  • Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said!

Opt-In

Opt-In Prefs

  • No means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences or circumstance.
  • Yes - Inconvenience applies to antagonists and their objectives, namely being kidnapped or cuffed either by objective or circumstance.
  • Yes - Kill applies to both antags and non-antags, letting them know you're open to be killed more wantonly, which also means means you can catch the fade for walking in on a bad situation.
  • Yes - Round-removal is much the same: it lets people know you're alright with round-removal in most situations. So if you walk into a bomb threat you should expect they won't even try to not gib you.

PMS / Station Threat / Metaprotection:

Permanent Mechanical State

  • The state in which waiting the usual time for CI isn't required, and anyone under it can be attacked immediately as CI is flagged up, this includes anyone with an AOE passive effect on others (mask of madness, syndicate mood-draining-module, or people who have shown the ability to teleport away from situations.)
  • If an RP situation comes up, while they're PMS, PMS is suspended until mechanics start again.

Station Threat:

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.

For EX:

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

General Roster

Antag Type: Description: Special Rules: Metaprotections:

Threats From Within

  • Traitor
  • Changeling
  • Malf AI
  • Obsessed
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:

Magical Threats

  • Clock Cultist
  • Heretic
Description: You are a worshipper of arts that can only be explained through the conclusion that magic exists. Your goal is to satisfy your masters and further your arcane knowledge. Special Rules:
  • As with threats from within, your actions should be focused on creating roleplay.
Metaprotections:

External Threats

  • Blob
  • Cortical Borer (Disabled pending changes)
  • Contractor
  • Fugitives/Hunters
  • Nightmare
  • Morph
  • Revenant
  • Space Pirates
  • Space Ninja
Description: Special Rules:
Metaprotections:
  • Special Antag or CURATED.
Description: Special Rules: Metaprotections:

MidRounds (Ghost Spawns)

Antag Type: Description: Special Rules: Metaprotections: