Antagonist Policy
Nova Sector Antagonist Policy
General Expectations:
As an antagonist, your overall goal, beyond your objectives and targets should be to generate roleplay opportunities be that with security or else-wise!
You shouldn't be "friendly" or "peaceful" your supposed to be the 'threat' to whoever has ended up in your objectives, and else-wise the thing for security to chase which doesn't work if you're doing parlor tricks in the bar instead.
Justification:
Both objectives and opfor requests should be justified, either through in-round events, or a solid background reason, (Owing an immeasurable debt, a supposed sleeper agent being activated for a very specific mission, etc-etc!)
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.
Confirmation or Denial
If you submit Ambitions or an Opfor request and it gets hard denied, it often isn’t because the idea was bad. It’s because shit’s already fucked enough as is. Don’t take it personally, and just save the idea for later. If the idea is bad? We’ll let you know.
General Rulings:
If, after forfeiting your antagonist status, you are still in possession of your uplink you are expected to notify staff to have it removed.
You should not, at any point, use your uplink to acquire gear after the removal of your antagonist status.
Antagonists, regardless of type, should not be hijacking/attacking the escape shuttle without admin-permission..
The opfor system is to be used for antagonistic, or else-wise, criminal activity..
Completeing your objectives isn't an excuse to just immediately dip out of the round, you should be an antag both during, and after..
if your opfor/antag goal requires you to extract/leave station/hide in space after, it's best saved for an event..
'Wildcard,' so to say, self assigned objectives are non-binding, and not considered valid unless approved by staff..
Antags are required to opfor before converting anyone, regardless of manner used..
Opfor Related Stuff:
No Response?
If an Opfor takes 10 minutes or more to get replied too, you are more than allowed to Ahelp it.
Current Opfor Standards: | ||
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Important Notes:Your last objective should be as flat of a summary of the opfor goals as possible, (what you want, intend to do, and what you need) this is so staff can speed up a response. for EX:
This is to make it much easier, and faster for staff to actually discern what you're asking for and why, instead of trying to read between the lines and figure out what you're intended to do with what. | ||
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====== Currently blocked requests: ======
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Opt-In
Opt-In is an accommodation of antags, not a shift of focus to antags, the fine difference being that it allows antags to exist, in a manner where them, and their effects are limited to primarily the people whom want to be affected, with as little possible overlap to uninvolved, outside parties. |
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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?
Short-form, avoid:
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So what can I do?!
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Opt-In Prefs
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PMS / Station Threat / Metaprotection:
Permanent Mechanical State |
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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: |
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Station Threat: |
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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 station threat*2, with the asterisk 2)
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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.
Abductors! Station Threat*2
Enabled | |
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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. |
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Special Rules:
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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! PERMANENT MECHANICAL STATE
Disabled |
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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:
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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. |
Changeling! Station Threat
Disabled (Opfor Only) |
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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. Certain hosts have such forceful personalities that you may as well be a convenient tool for their schemes, and even wish to continue their original goals instead. |
Special Rules:
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Metaprotections:
Everyone knows that changelings are real. Some people can deny this if they want. This far from organized space, they're less of a boogeyman and more of an accepted commonality. |
Clockcult (OPFOR)
Enabled (OPFOR ONLY) |
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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:
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Contractor!
Disabled |
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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:
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Metaprotections:
None: everyone knows what the Sector13.space/index.php/Contraband gear is, and whom uses it, syndicate contractors. |
Cortical Borer! PERMANENT MECHANICAL STATE
disabled |
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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
Enabled |
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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! |
Heretic!
Disabled (OPFOR Only) |
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Description:
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Special Rules:
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Metaprotections:
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Hostile Data Entities / Cyber Police PERMANENT MECHANICAL STATE
Enabled |
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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. |
Malf AI!
Enabled |
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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:
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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. But it is readily evident that it has been tampered with. It’s enough to cast suspicion at the AI, and lead to scrutiny. 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 is a tell-tell sign that the AI is malfunctioning. If every RCD explodes, the AI is definitely Malf. |
Man Eaters! PERMANENT MECHANICAL STATE
Enabled |
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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! Station Threat*2
Enabled(?) |
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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. |
Nightmare! Station Threat
Enabled |
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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:
Science and Curators have full knowledge of you, your abilities, and what you are. They aren’t your friends. Medical also knows your organs are quite valuable. Engineering knows what you tend to do to stations. Security could care less what you are. |
Obsessed!
Enabled |
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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:
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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. |
Revenant! PERMANENT MECHANICAL STATE
Enabled |
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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:
The Curator and Chaplain both have complete knowledge of what you are and what you’re capable of, and 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. Aside from scattering ashes, however, the Curator and Chaplain, as well as CC, are the only people who know a Revenant’s weaknesses… besides just shooting them. |
Space Dragon! PERMANENT MECHANICAL STATE
disabled |
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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! Station Threat*2
Depreciated pending rework |
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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
Disabled |
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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! PERMANENT MECHANICAL STATE
Disabled |
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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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Traitor!
Enabled |
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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:
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Metaprotections:
if it's not in contraband, it's either not illegal, or else-wise unknown, and should be treated as it appears. |
Wizard!
Disabled |
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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:
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Metaprotections:
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic. |