Antagonist Policy

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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

Admins know far more about what’s going on in a shift than you do.

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:

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:

Objective 1: Summary
Desc: I intend to buy a gluger, and break into the brig, waiting to ambush the HoS when they return to their office, I'm also asking for an emag to make it easier to get into said office.

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.

Staff-side requirements:
  • Opfors that require: Special Announcements, permissions, or the manual non opfor spawning of items beyond 1/2 and elsewise, require heavy oversight, would be classified as an event and will be required to be treated as such requiring approval from Admin+ Staff Or Event Staff as well as the proper logging.
  • No exfiltration via leaving station Z or admin intervention.
  • Simple Mobs and otherwise pure PMS entities are currently unavailable, due to being almost impossible to gauge the extent.
  • Group Opfors are allowed with maximum of 3 people, none of these people being roundstart security.
====== Currently blocked requests: ======
  • Heretic / Heretical Book (until OPT-IN / Event Manager Approval)
  • Contractor (foreseeable future)
  • Changeling (pending changes)
  • Energy Katana
  • Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.
  • Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Contractor or elsewise, Abductors.
  • Nukies, Lone-Op.

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.
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 the minimize undue exposure, this doesn't mean you can't kill them in the main-hall, but it does mean you shouldn't c4 the wall into virology, to try and get the chemist!
  • Above anything else, before and after this, you want to avoid widely impacting stuff, for the sake of 1-2 targets.

Short-form, avoid:

  • Bombs
    • Maxcaps
  • Plasma-floods
    • Giant fires in general
  • Destroying parts of departments, that unrelated people may need to use
  • Mass casualties, for the sake of it
  • Trying to lump in people tangentially related, whom may not be opted in (ex: you have to kill the chemist, so you decide to gun down a paramed on the way in)
  • Try to 'bait' non opted-in people into being 'forced' into a situation where it's fight you, or die,
  • Assuming someone is opted in because of X, as-per-usual, LOOC can NEVER hurt

So what can I do?!

  • Damage an area
    • 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!
    • remember, in the case of opfor, you should make sure your objective aligns 100% with their pref, this means you shouldn't write an objective that reads as 'kill and disembowel' and pick anyone opted in for inconveniencing, for it.

Opt-In Prefs

  • No means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences.
  • Yes - Inconvenience applies to antagonists, and their objectives.
  • Yes - Kill applies too antags, and non-antags, letting them know you're open to be killed more wantonly.
  • Yes - Round-removal is much the same, it lets people know you're alright with round-removal in most situations.

PMS / Station Threat / Metaprotection:

Permanent Mechanical State
Desc: The state in which, waiting the usual time for CI isn't required, and anyone under it, can be attacked immediately as CI is flagged up.

However: If both/all sides in a situation start roleplaying, default CI rules will return until either a fight starts, or the PMS threat 'disengages' (teleports/runs or w/e, thus, putting themselves back into PMS)

Permanent mechanical state is only granted to:

  • people teleporting away from violent situations/ attempts to roleplay, or 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.

Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.

'Cannot Persue' 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 station threat*2, with the asterisk 2)

  • Captain
  • NT-Rep
  • Head of Personnel
  • Blueshield
  • Department Guards

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
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:

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
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. OR DORMS.
  • 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.

Changeling! Station Threat

Disabled (Opfor Only)
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:
  • If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.
  • 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 in a Permanently Mechanical state.
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)
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.

Contractor!

Disabled
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:
  • 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.
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
Description: You are a Cortical Borer. Not-so-affectionately referred to as a Head Slug, but lesser known than your Changeling Parasite relative. By and far away more beneficial, as a Borer, your goal is quite simple. Create more Cortical Borers, protect yourself, and keep your host alive. Emphasis alive, seeing as their general happiness is irrelevant to your longevity, and benefitting your host is a luxury for the complacent. Despite your benefits, you are ultimately illegal to have. Nanotrasen makes it a point to quell the population due to their loose relationship with Changelings, and it’s largely believed by the top brass that Cortical Borers are the larval form of the Changeling Parasite.
Special Rules:
  • You are PMS at all times. You do not need to CI. No one needs to CI vs you.
  • You do not need to roleplay prior to infestation.
  • You should keep to opt-in "inconvenience" targets.
Metaprotections:

Cortical Borers are well-known by everyone, but only characters with a deep medical or science background know that sugar can render them temporarily comatose for removal. They also know that Cortical Borers don’t take kindly to that, and that they’re theoretically replaceable.

Fugitives / The Hunters

Enabled
Description:

The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail.

They are /not/ traditional antags, while they can commit crimes in order to avoid arrest; that doesn't mean they can just go around killing people like a Traitor, or Changeling.

Special Rules (Per Type):

Fugitives:

  • NT prisoner: Escaped convicts, naturally, they probably don't care to much about committing a few more crimes.
  • Waldo: Where is he?
  • Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you.
  • Factory-error synths: [see spawntext]
  • Mr. Invisible: You go invisible, that's... about it.

Hunters:

  • Spacepol: You are the law, and you've some arrests to make, remind everyone the station isn't above Solgov authority: die in a shootout with Waldo.
  • 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.
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)
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 is fully known.
  • Now go stick your hand in a tear in reality.

Hostile Data Entities / Cyber Police PERMANENT MECHANICAL STATE

Enabled
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:
  • 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.
  • Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them dead and gone, not vegetatively immobile.
  • You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP.
  • You are unaware you're virtual code. The entire simulation is real to you.
  • Cyber Police are aware they are virtual, and are the computer's response to the hostile intrusion.
  • If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin.
Metaprotections:

None. You are just another hostile program in a virtual domain full of hostile programs.


Malf AI!

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.
  • Anyone touching your AI satellite is fair game.
  • Cyborgs on the Interlink do not exist.
  • During the Doomsday countdown, every cyborg on the station, and you, are in a PMS. There is fundamentally no time to discern between the good and bad in the moment, and the clock is ticking.
  • Cyborgs cannot and should not ahelp if they are abruptly flashed/destroyed/locked during Doomsday, due to the aforementioned rule. This PMS ends with the Delta alert.
  • 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.
  • YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.
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
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.
  • If you spawn as a result of seeding, immediately beat the shit out of the nearest person.
  • You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP. The vines don’t stop growing.
  • Avoid goats.
Metaprotections:

You’re just a plant.

Morphling! Station Threat*2

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.
  • After your presence is confirmed, the Armory is fair game.
  • Don’t smash machinery just to eat the parts, unless that particular machine is being used against you.
  • Do not morph into a BSA, DNA vault, or the Grav Gen.
  • 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.

Nightmare! Station Threat

Enabled
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:
  • 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.
  • 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.
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
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.

Revenant! PERMANENT MECHANICAL STATE

Enabled
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:
  • 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.
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
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:
  • Don’t go on the Emergency Shuttle.
  • Protect your portals closely, residing nearby them as much as you can.
  • You are smart enough and old enough to know that most other races don’t like being exposed to space.
  • 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.
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
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:
  • 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 shouldn't just rush the armory/the SM, and should primarily focus on 'establishing contact', or else-wise, getting that loot.
  • /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.
Metaprotections:

none; you literally come fresh with a massive announcement telling everyone you're here for a fight.

Space Ninja

Disabled
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:
  • If you get a bomb objective for atmos/engineering(near the SM), ahelp to get a different one.
  • It is standard procedure to incarcerate and more likely kill a Ninja as soon as their presence is made known.
  • You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands.
  • Ninjas should not vent the entire station. It can be considered griefing.
Metaprotections:
  • Security has full knowledge of your equipment.
  • Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC.
  • You’re going to be considered a threat, even if you do say you’re here to protect someone.

Spiders! PERMANENT MECHANICAL STATE

Disabled
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:
  • You are a simple animal. Technology is completely foreign to you. Behave as a spider would.
  • Do not drag welders, or water tanks.
  • You are allowed to break heaters.
Metaprotections:
  • 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.


Traitor!

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.
  • If you want to do something targeting a player in specific, a department at large, or the station at large outside of your objectives, make an opfor, else-wise, opfors are only required for actions of high-intensity.
    • (see: breaking into engineering and stealing the protolathe), where as low intensity (emagging into engineering and printing jaws) doesn't.
  • Regardless of having very-forward objectives, you should be trying to generate as much RP as you can while doing them, even something as simple as 'steal the hand tele' can have a story spark from it with a bit of effort.
Metaprotections:

HERE

if it's not in contraband, it's either not illegal, or else-wise unknown, and should be treated as it appears.

Wizard!

Disabled
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:

The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic.