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== Antag Policy 2.0 ==
{{Rules navbar}}
''“All I ask. Is that you try.” - Liuvik''


===== A Message from Liuvik =====
==Skyrat Antagonist Policy==
“I want to paraphrase this by saying that the original Antagonist Policy was a rough job at best. It didn’t have every single antag. It was built for Oldbase. It didn’t take into any consideration how security or antagonists developed. Antag 2.0 here, however, covers a lot more ground. It even expands on Combat policy. Rest assured if you read this and follow it to the letter, not only will you be able to have a relaxed antagonist shift, you’ll have a lot of fun and not have to worry about ahelps. I did this because I wanted us to have more antagonist variety. I wanted there to be more consequences for actions. I genuinely just wanted to make things more fun and immersive, as well as make things more fair, and easier to understand.
====What this Covers:====
As I write this, the plan is pretty simple. Cover every antagonist. Write down their meta protections. Inevitably piss some people off.  This thing is literally written with the full intent to make it as brain dead as humanly possible. It’s also written with the intent to get us the vast majority of antags back.
Every single antagonist we have, their meta protections, and their expectations
Now. Some of you are gonna read this and get hyped as hell. That’s understandable. However this particular form of policy opens up different avenues of things you can do based on your roleplay. To the point that if you maintain RP and follow the rules properly, you’re even allowed to round remove people. It also has rules regarding round removal rather early in the document. And. With that, here’s Antag Policy 2.0.”


<u>You can quickly navigate to any specific antagonist by searching it with an ! at the end. I can’t make it simpler than that. (Ex: Traitor! / Changeling!)</u>


=== The Job of an Antagonist ===
====General Expectations:====
You are not here to be nice. You are not here to be friendly. Your endgame, no matter how small, is an inconvenience at worst, and round-ending at best. You can and will upset people with your actions. It is inevitable. So go ahead and get comfortable with that, you’re also going to be giving people work to do.
<center>
You are the one making strife. You’re the one giving people stuff to talk/bitch about. You are the RP hook for any given shift, for someone else. The story revolves around your actions.
You are not ultimately helpful.
Do not be afraid to interrupt others. It's your time to shine, and roleplay your little heart out, so do everyone a favor and be a monster. Sometimes literally. Whether it be stealing, killing, sabotage, revolution, or framing someone who’s never played antag a day in their lives, your primary goal should be to have to apologize oocly after the shift is over. But be smiling the entire time.


=== Lewdness as an Antag ===
Full stop. If you’re beneficial to the crew at all, it’s to further your own goals. Your own goals are ultimately sinister. <u>Your entire purpose is to inconvenience someone.</u> To what extent? That depends on your severity. This may surprise you, but a solid half of players are practically begging to be on the receiving end of some Antagonist story line.
Let’s go ahead and get this one out of the way. The rules on being an erotic antag are pretty straightforward. You can seduce people and lure them away all you like. The only rule is. You can’t assassinate people, convert them, whatever, within the dormitories. What’s more, None of what you are doing outside of dormitories is ERP protected. Blatantly speaking, if it’s not in dorms, you are at the mercy of RNG, Chaos, and random Greytide curious why you bolted a maintenance room with too much oil on the floor. You may not impersonate another character to do this, even as a changeling. That said, have fun snuffing people. Darwinism is a fickle bitch. As an Antag you cannot use Dormitories for anything. Not for preparing your kit. You can’t hide in them to avoid security, or hide things in them.


=== Combat Policy ===
'''We reward Antagonists that focus on the story, rather than just completing the objective.'''
This is easily one of, if not, the most important thing(s) you’ll end up reading in this entire document. Not following the rules written here is going to get you noted at the least. This is just as much for security to read as antagonists, so listen well
Combat Indicator is required in the vast majority of scenarios. The only exceptions to this are as follows.
- Ambushes
- Reinforcements were called
If sec calls for backup in a one on one situation, you can clap them on the spot if you wish. If you ask them to call for help, you are not allowed to attack them and its RP before CI as usual.
- Permanent Mechanical States
- Being cuffed with no roleplay.
- Being outnumbered more than 4 to 1
- Blood Halo Cultists
- Ascended Heretic
- Horror Ling
- Warops
- The Nuke is ticking
- Antagonists that Teleport or Vent Crawl before Roleplaying. (Elaboration shortly.)
- Stealth equipment such as Syndipens, Changeling stings, or Radioactive Health Analyzers do not require CI to use, but you should roleplay before using them. Wordless penning and stinging is bad. You do not have to say “Syndipens you”.
Other than the situations listed here, you should always use Combat Indicator after roleplaying, but before you try to restrain, harm, or influence another player or character in any way. This means you need to use CI before cuffing. If you do not pop CI or RP before attempting to cuff someone that wasn’t actively running away, and they dodge it, that is not an immediate go-ahead to initiate CI. This is considered absolutely terrible Security behavior, and will get you in trouble if it ends up ruining an antag’s shift.
Always attempting to force mechanics instead of RP will get you in major trouble.
Round Removal
“I’m sure everyone will be completely civil.” - Liuvik
Round removal is described as doing something to someone in such a way that they are blatantly incapable of ever returning to the round. Popular examples include being cremated, shuttle gibbed, thrown into the void of space with no sensors on, or being allowed to soak in lava for too long. Regardless,
Now that we’re all clear on what it is, let me explain when it’s okay, and when it is not. Roleplay, primarily, dictates whether you can RR someone or not. Barring thorough roleplay, you require LOOC consent. If you have LOOC consent you can do whatever you like to them since you have their permission. Heads of staff and security are never allowed to willingly be round removed from an OOC perspective, and are always expected to struggle to survive to the best of their ability, mechanically, if possible. While we don’t currently have Vore, I should add, with the future in mind, that regardless of preference, you may not willingly be digested as a head of staff or officer. You have to struggle mechanically.
The only way you are allowed to round remove someone without their consent, regardless of who they are, what they are doing, or anything, is if you have roleplayed with them a reasonable amount. That, in this case, means that they are your target, or obstructing your objective, and you have done high effort scenes with them. As long as you are doing your best to roleplay, this shouldn’t be an issue.
If you find yourself going through high efforts to roleplay, and you’re met with something like “That’s pretty cringe.” you may round remove that person with impunity. What’s more.
If you find yourself round removed by the consequences of your own actions, you are not permitted Admin aid. Dumbass.


=== Ambush Policy and Traps ===
'''There’s no such thing as a “Friendly” Antagonist.'''</center>
“You’d think with all the traps we have, people’d know how to lay one properly.


Try as we might to deny it, there are situations that can occur that it doesn’t make sense whatsoever to roleplay out. Where mechanics take over completely, as they don’t need explanation, or the act of trying to make them clandestine only has the effect of inconveniencing people that go through the trouble of setting things up. Should someone always pursue this sort of thing back to back? Absolutely not. But. There are some conditions under which a lengthy scene isn’t needed.
==== Justification:====
Now, before you go off assuming that getting the jump on people back to back is kosher, you are still expected to roleplay. Actively pursuing only ambushes, as I said, will get you in trouble. It’s best to RP a bit before your ambushing starts. Like talking to officers and being rude to them, or just outright PDA’ing the captain from their locker that you’re going to murder them.
<center> Opfor requests, and else-wise, assigned objectives, need to be justified.
Traps are a bit different. You rig up something that, when interacted with, likely kills the next person to come along. No one will ever be happy to be walking along and just suddenly be gibbed outright by a Pot/Water Landmine. If you intend to use traps, get creative. Don’t just rely on explosives. Any means that can kill, but not round remove is almost always kosher. That said, if you tell someone that your hideout is very well protected and they try to break in just to cease to exist? Well, that’s on them.


The only person who gets to say “''I am a Clown.''” is the <u>actual Clown</u>. Maybe the Syndicate is threatening their loved ones. Could be one last job. You might just be passionately Vegan. Something has to happen that justifies doing something criminal.


Here are the following moments in which you can ambush someone. In all of the following scenarios, you are permitted to attack people abruptly with no CI or warning necessary.
<s>Roundstart and</s> Midround 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.  


Warning someone of ill intent and delivering on it later.
Sometimes an HoS just needs to get the boots. ''Or violently murder someone.'' </center>
Coming out of stealth. (Such as Chameleon Projector or a Vent.)
After roleplaying with someone while disguised / convincing them you’re someone relevant.
Someone reveals your invisibility/hiding.
While being cuffed you can attack wordlessly. It’s already mechanics anyway.


If you remember anything, remember that you’re not allowed to round remove people without at least scening with them first, or having their consent. If you ambush someone and round remove them, all it would take is them to ahelp and say that you were just randomly RR’d to get you in trouble, so remember, as always, that roleplay is what keeps you being able to play antags.
====Confirmation or Denial====
<center> 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, <u>it often isn’t because the idea was bad. It’s because shit’s already fucked enough as is.</u> Don’t take it personally, and just save the idea for later. If the idea ''is'' bad? <u>We’ll let you know.</u> </center>


===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 the escape shuttle without admin-permission.
# The opfor system is to be used for antagonistic, or else-wise, criminal activity, aka: follow the opfor guide. [https://docs.google.com/document/d/e/2PACX-1vRVI8-SmicLDV7ny_8BwJ3s8nIYBPU-nhrFDNA95VQxfpmGeUWEuqsnHr1_YDBoEUYRSITEoUbnWlru/pub Here]
# 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.


Wizard
==Opfor Related Stuff:==
“Welcome to your trial by fire. Hold fast.”


So you had wizard enabled and you finally got it. This is it. This is the big one. Well, you’re right. If you’re this at spawn, you are indeed the only antagonist on the station. And you’re equipped with not 10, but sixteen spell points. You might be wondering, “Liuvik, wizards are bad enough with 10 spell points, why do I get to have sixteen?” Well. Because as I write this security has guns that can end your entire experience in three shots. You’ve been given the extra in the hopes that it will let you strong arm your way into roleplay. Because in your case. The instant you teleport away from your first encounter, you might not have much chance left to roleplay at all.
====No Response?====
I’m not going to lie to you. Wizard is, truly, the end-all be-all of antagonizing a shift. You are more powerful than anything. (Except a paranormal ERT.) The singular strongest entity allowed to exist on-station without immediately ending the shift. It is not advised whatsoever to play Wizard without having at least read the policy up to this point. You will be smothered in ghosts, and an entire viewing gallery of people will be ready to Ahelp you the instant you fuck up once.
If an Opfor takes 10 minutes or more to get picked up, you are more than allowed to Ahelp it, <u>even if only to speed up a denial.</u>
You are not, in any semblance of the word, balanced. You are literally able to bring a station to its knees with minimal robustness solely by virtue of having enough spell points to do combos that will make every valid hunter weep. You are not intended to be balanced. You are intended to use your godlike might to force your way into roleplay. You are expected, as a Wizard, to pursue roleplay to the absolute best of your abilities. That is, of course, until security insists on caving your head in.
{| class="wikitable"
|+
!
=== Current Opfor Standards:===
|-
|
=====Important Notes:=====
Your first objective should be as plaintext as possible, what you want, intend to do, and what you need, for EX:
{| class="wikitable"
|+
|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.
*Cult (narsie), Gangs(the antag), Revolutionaries,are all pre-approved event only, with Nukies, Lone-Op or Assops, being entirely disallowed.


Seriously. As a wizard you are expected to be the golden standard. A clever, if maybe silly gimmick. Or a serious one. A demanding presence. A pinnacle of good faith. And a proper user of mechanics, ambush policy, as well as everything else. It is no small understatement to say that if you prove to just be rushing to mechanics to murderbone, you’ll never play wizard again.
*Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Contractor or elsewise, Abductors, are not currently available under opfor, either for being removed intentionally, or rolling to often at the moment.
There is not much you’re not allowed to do as a wizard. Chief among them, however, is the purchase of Wizard Events. ((Purchasing wizard events is only allowed to be purchased and done as a punishment for not meeting your demands. The same applies to the barnyard curse. It is fundamentally against the rules entirely to purchase more than one case of wizard events without admin approval. They affect everyone in the game and it isn’t constrained by something as simple as one z-level.))(This rule is temporary till “LRP” events are removed. Afterwards, it will be far more forgiving. Yes we’re keeping the floor is lava.) The most important thing is to work around a plan. A gimmick. Going strictly for gamer combos that can’t be answered (and won’t be listed.) will get you in trouble … … Unless your RP was really, really good. That’s why you’re here after all.
|-
Unless you have some sort of specific plan, I advise any spell you can use to delay others in pursuing you. Force wall is a great spell to use to wall off a room and mock the people chasing you. Or tell them to calm the hell down. Time stop is a good time to deliver a jape or two. You have so many options, you’d be a fool to claim you can’t roleplay, and we’ll gladly relieve you of the role for someone.
|Staff-side requirements:
As a Wizard. Round removal is a given. Make examples of idiots. You’re prideful to the point it might be your undoing. If some random assistant has decided to come at you with a spear or hunt you down, snap your fingers and politely send him straight to Dsay.
*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.  


Meta Knowledge (Wizard)
*Simple Mobs and otherwise pure PMS entities are currently unavailable, due to being almost impossible to gauge the extent.


Chaplain and Curator: You know every last thing about them. How their spells work. How their items work. Just open the TG wiki and be fancy about all that delicious metaknowledge you possess. Ham it up.
*Group Opfors are allowed with maximum of 3 people, none of these people being roundstart security.
Literally Everyone Else: You know the wizard federation is very real and comprises smaller magic-oriented subsidiaries. While not a direct enemy of nanotrasen, their eccentricity is to be taken with the utmost care, as lone wizards have destroyed entire stations before. Or worse. You do not know how magic works but can learn from observing. (So no b-lining for the lich phylactery.)
|-
Wizards, while never allowed to be friendly, are more so either a malevolent force, or a seed of genuine chaos. Their presence should never be deemed outright friendly by anyone with autority, and their methods should ultimately result in danger, risk, chaos, or utter fucking pandemonium of some kind.
|====== Currently blocked requests: ======


* '''Heretic / Heretical Book (until OPT-IN / Event Manager Approval)'''
* '''Contractor (foreseeable future)'''
* '''Energy Katana'''
|}


==PMS / Station Threat / Metaprotection:==
{| class="wikitable"
|+
!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)


Blood Cultist
Permanent mechanical state is only granted to:
“This book club takes blood donations.
|-
|
*people teleporting away from violent situations/ attempts to roleplay, repeatedly, or elsewise, people who have been in repeated violent engagements, and escaped after, (think: changeling attacking the brig three times.)


Assault Ops
*Non-carbon/non-silicon/Special-Circumstance Antags, (xenomorphs, spiders, space dragons, blob, cortical borers, revenant, confirmed-abductors without disguise, man-eaters, morphlings.) unless stated elsewise further down.
“Nuke Ops, but, you get to pick what you want to make a mess of.


Nuke Ops
*Heretics with the Mask Of Madness on, or else-wise, Ascended / Actively ascending.
“Your job is to end the ERP.
|}
{| class="wikitable"
|+
!
== 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.


War Ops
Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.
“We’ll only have trouble if war were declared.”  Sirens.“War were declared.”


Heretic
======'Cannot Persue' roles ======
“Your Sugar Daddy demands Gibs.”


Abductors
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)
“Literally two people trying to understand furries. And failing.”


Space Ninja
*Captain
“Now 12,000% more valid.”
*NT-Rep
*Head of Personnel
*Blueshield
*Department Guards


Space Dragon
|}
“I can’t believe it’s not prefbreak!”


Swarmers
===Metaprotections''':'''===
“Like Space Dragon, but you eat the station instead.
These are granted as needed, where they're needed, if something isn't written here, or [https://wiki.skyrat13.space/w/index.php/Contraband here], what you can mechanically assess / see in the examine is what's known.


Changeling
== Abductors! <span style="color: orange; font-size:135%">Station Threat*2</span>==
“A comprehensive guide to being an unfeeling parasite.”


Ashwalkers
{| class="wikitable mw-collapsible" style="width:100%"
“https://www.youtube.com/watch?v=NrI-UBIB8Jk”
!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.
* Functionally PMS once called out, but you should avoid just running around doing nothing but mechanics if possible.
*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.


Xenomorphs
<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.
“Definitely not in Virology”


Sentient Disease
<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.
“Giving the Virologist the will to live again.


DS-1
<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 it's a good habit to disable your cameras if they're about, because they have a funny habit of tapping into them.
“Unironically more civilized than the actual station itself. It's kinda sad.
|
|}


Blob
“As easy as knowing where to not spawn.”


Traitor
==Blob! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
“A Blank Canvas of varying extremity.
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
!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. <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:'''


Space Pirates
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.
“YAR HAR FIDDLE E DEE, WHY CANT I GET ANY GODDAMN RP?”
|}
==Changeling! <span style="color: orange; font-size:135%">Station Threat</span>==


X - ERT and DeathSquad
{| class="wikitable mw-collapsible" style="width:100%"
“The best way to fix any problem is to send in people that it already killed that are mad about it..”
!Disabled (Opfor Only)


Malf AI
|-
“I’m afraid I can’t do that.
|'''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 subdued their conscious (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 placed in Perma, or the most convenient containment. Afterwards, if you prove uncontainable, or particularly violent, you’re valid for round removal.
*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. Crew that can produce arm blades, or organic armor or weapons, or shapeshift into other people, should be reported to security with all haste. Security, Science, and Medical are all aware that Changelings can be suppressed with BZ gas. Everyone is aware of the abilities listed prior as Undeniable Proof of Changelings. Anything not listed is unknown to the entire crew.


Holoparasite
|}
“It’s illegal not to name them after bands. And they’re illegal to have.”


Fugitives and Hunters
==Clockcult (OPFOR)==
“A game of Hide and Seek.”
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled (OPFOR ONLY)
|-
|'''Description:'''


Nightmare
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.  
“You’d be surprised what forces of cruelty sometimes peruse maintenance.


Obsessed
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.
“A license to be uncomfortably creepy.
|-
|'''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!==
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled
|-
|'''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 [https://wiki.skyrat13.space/index.php/Contraband gear] is, and whom uses it, syndicate contractors.
|-
|}
==Cortical Borer! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
{| class="mw-collapsible mw-collapsed wikitable" style="width:100%"
!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 in a [https://wiki.skyrat13.space/w/index.php/Antagonist_Policy#Permanent_Mechanical_State permanent mechanical state] 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 are allowed to kill your host if they threaten you, regardless of whether or not they were willing or unwilling, originally.
*It is not a good idea to produce an Egg in a large crowd.
* Do not crawl into SSD people.
*Do not crawl into people in the middle of ERP.
|-
|'''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.
|-
|}
==Assault Ops!==
{| class="mw-collapsible mw-collapsed wikitable" style="width:100%"
!disabled
|-
|'''Description:''' You are a Golden Eye Operative. You are not a member of the Syndicate. You have, however, been contracted by the Syndicate to acquire access to Nanotrasen’s weaponized satellite network. Your sole purpose, as a hired mercenary, is to abduct heads of staff, preferably starting with stealth and staying that way until your presence has been confirmed, for convenience sake. Heads must be recoverable, and revivable, as they have to be alive to have their information taken. People who get in the way of stealing a head of staff can be dealt with lethally. After a Head of Staff’s encryption has landed on the station and been recovered, the cycle repeats itself until you have enough encryption keys to activate codename: Goldeneye. A laser that saws the station in half. Once this has happened, you are considered successful.
|-
|'''Special Rules:'''
*You are not in a permanently mechanical state until your presence has been announced, specifically.
*Your goal is the theft of heads of staff. Under no circumstances should you just hang around to gun people down.
*You should only use the big fancy laser once. Doing so is considered a victory.
*SSD Heads of staff suck, but leave them alone. You are allowed to ahelp and ask if any are SSD.
*If a Head of Staff goes SSD/Disconnects after being abducted, you may extract it and leave them somewhere.
|-
|'''Metaprotections:'''
There are no metaprotections for the Golden Eye Operatives, outside of determining whether they’re Nukies or GEO’s. Heads of staff are expected to guard themselves closely after determining that they’re GEO’s, however.
|}
== Fugitives / The Hunters ==
{| class="wikitable mw-collapsible" style="width:100%" {|
!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! ==
{| class="wikitable mw-collapsible" style="width:100%"
 
!Disabled (OPFOR Only)
|-
|'''Description:''' You are a Heretic. You are a follower of the Mansus paths. Which one? That’s up to you. While you do in theory have a win-condition, being your ascension, you are more than capable of having other plans. 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’s plenty of options. Maybe rust Engineering to nothing. Or just lead security on a goose chase as a void path. You could just hyper fixate on sacrificing one specific person spectacularly. 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.
*Confirmed Ascended Heretics are in a permanent mechanical state.
* The Mask of Madness places you in a permanent mechanical state while worn.
*All Sickles are Confiscatable by security. They are literally weapons, regardless of their magic.
*You have to ahelp before ascending.
|-
| '''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 only known to Chaplains, and Curators. Everyone who isn’t a Heretic, Chaplain, or Curator, does not know what Heretic equipment does, aside from what it’s visibly doing. Such as being a sickle. You can claim it’s magical, but, as to its purpose, not much more than that. Giant green runes and a room splattered in viscera and organs, glass shards, etc, should probably be reported to security. As should automatons made of flesh, spewing rust or literal hellfire. In the event you’re short a chaplain or curator, CC is a single message away.
 
Now go stick your hand in a tear in reality.
|}
 
==Hostile Data Entities / Cyber Police <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
{{anchor|Data Entity}}{{anchor|Cyber Police}}
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled
|-
|'''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:'''
*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!==
{| class="wikitable mw-collapsible" style="width:100%"
!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 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:'''
 
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! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span> ==
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
!Disabled (vines not rolling)
|-
|'''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! <span style="color: orange; font-size:135%">Station Threat*2</span>==
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled(?)
|-
|'''Description:''' You are a morphling. That, or a very stupid Miner. 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. Let’s call them dessert.
|-
|'''Special Rules:'''
*For the sake of everyone’s sanity, don’t just rush the Silo.
*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.
* <span style="color: red">Do not be a BSA, or the DNA vault. Or the Grav Gen.</span>
*Becomes PMS once they start eating (important stuff), or elsewise, attacking crew. (this will stick around until they can no longer eat techlathe-boards and the like)
|-
|'''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! <span style="color: orange; font-size:135%">Station Threat</span>==
{| class="wikitable mw-collapsible" style="width:100%"
!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 ability to sense the flow of power, which often results in them smashing APC’s, Lights, Wires, as well as quelling lights that people may be in possession of. You abhor light and live in darkness. If you had it your way, the station would be in perpetual darkness.
|-
|'''Special Rules:''' 
*Breaking APC’s is fine, but <span style="color: red">don’t Destroy them completely until after hostilities have begun.</span>
*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 for 30 seconds can’t complain if you stab them for it.
|-
|'''Metaprotections:'''
The Chaplain and Curator have full knowledge of you, your abilities, and what you are. They aren’t your friends. Medical and Science also know your organs are quite valuable. Engineering knows what your kind does to stations, and they naturally hate your guts for it. Security could care less what you are, and only care if you get violent. Which you likely will.
|}
 
==Obsessed!==
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
 
!Disabled
|-
|'''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:'''
*Don’t interrupt ERP to get at your obsessed target. Admins can just change the target on request.
*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! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
{| class="wikitable mw-collapsible" style="width:100%"
!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. You also have literally all of deadchat egging you on and critiquing your work, while also calling out people in the midst of dying, or sleeping. You can become quite potent rather fast by just heading down to lavaland, or right outside on Icebox to absorb dead npc corpses.
|-
|'''Special Rules:''' 
* You can subtle (hearable) while not manifested, as well as view exploitable information as well.
|-
|'''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! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
{| class="mw-collapsible mw-collapsed wikitable" style="width:100%"
!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:'''
*<span style="color: red">Don’t go on the Emergency Shuttle.</span>
* 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! <span style="color: orange; font-size:135%">Station Threat*2</span>==
{| class="wikitable mw-collapsible" style="width:100%"
!Enabled
|-
|'''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==
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
!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, or literally steal your shoes. 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 your Spider-Clan issued C4 is for use in Engineering, use it as far away from the Supermatter as you can.
*Try not to hit the Atmos reservoirs either.
*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. If you still have your Spider-clan issued C4, you’ll more than likely kill everyone within 6 tiles of you when you explode upon your death.
*Ninjas should not vent the entire station without an OPFOR that tells them they should. They should be mindful of where they doorjack and should avoid venting the majority of the station, even "accidentally". It can be considered griefing.
|-
|'''Metaprotections:'''
Security has full knowledge of your equipment, including the standard issue suicide-grade explosives. Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC. If you’re going stealthy about it, this can frame the AI as potentially Malf, or be dismissed as traitor activity, which it is. You’re to be considered a threat, even if you ''do'' say you’re here to protect someone.
|}
 
==Spiders! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>==
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
! Disabled
|-
|<br />
'''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 there is a broodmother.
* People know the more pointy a spider is, the more squishy and venomous they are. The more bulky, the less venom.
*People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.
|}
 
 
==Traitor!==
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
!Disabled
|-
|'''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 shouldn't be going after randoms, or bombing medbay just to do it.
*If you want to do something targeting a player in specific, a department at large, or the station at large, 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:'''
https://wiki.skyrat13.space/w/index.php/Contraband
 
if it's not in contraband, it's either not illegal, or else-wise unknown, and should be treated as it appears.
|}
 
==Wizard!==
{| class="wikitable mw-collapsible"
!Enabled?
|-
|'''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.  
|}
{{Rules table}}
[[Category:Rules]]

Latest revision as of 22:42, 9 April 2024

Skyrat policies
Return to policies page

Skyrat Antagonist Policy

What this Covers:

Every single antagonist we have, their meta protections, and their expectations

You can quickly navigate to any specific antagonist by searching it with an ! at the end. I can’t make it simpler than that. (Ex: Traitor! / Changeling!)

General Expectations:

You are not ultimately helpful.

Full stop. If you’re beneficial to the crew at all, it’s to further your own goals. Your own goals are ultimately sinister. Your entire purpose is to inconvenience someone. To what extent? That depends on your severity. This may surprise you, but a solid half of players are practically begging to be on the receiving end of some Antagonist story line.

We reward Antagonists that focus on the story, rather than just completing the objective.

There’s no such thing as a “Friendly” Antagonist.

Justification:

Opfor requests, and else-wise, assigned objectives, need to be justified.

The only person who gets to say “I am a Clown.” is the actual Clown. Maybe the Syndicate is threatening their loved ones. Could be one last job. You might just be passionately Vegan. Something has to happen that justifies doing something criminal.

Roundstart and Midround 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.

Sometimes an HoS just needs to get the boots. Or violently murder someone.

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:

  1. 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.
  2. Antagonists, regardless of type, should not be hijacking the escape shuttle without admin-permission.
  3. The opfor system is to be used for antagonistic, or else-wise, criminal activity, aka: follow the opfor guide. Here
  4. 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.

Opfor Related Stuff:

No Response?

If an Opfor takes 10 minutes or more to get picked up, you are more than allowed to Ahelp it, even if only to speed up a denial.

Current Opfor Standards:

Important Notes:

Your first objective should be as plaintext as possible, what you want, intend to do, and what you need, 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.

  • Cult (narsie), Gangs(the antag), Revolutionaries,are all pre-approved event only, with Nukies, Lone-Op or Assops, being entirely disallowed.
  • Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Contractor or elsewise, Abductors, are not currently available under opfor, either for being removed intentionally, or rolling to often at the moment.
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)
  • Energy Katana

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, repeatedly, 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 elsewise 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 here, 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.
  • Functionally PMS once called out, but you should avoid just running around doing nothing but mechanics if possible.
  • 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 it's a good habit to disable your cameras if they're about, because they have a funny habit of tapping into them.


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 subdued their conscious (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 placed in Perma, or the most convenient containment. Afterwards, if you prove uncontainable, or particularly violent, you’re valid for round removal.
  • 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. Crew that can produce arm blades, or organic armor or weapons, or shapeshift into other people, should be reported to security with all haste. Security, Science, and Medical are all aware that Changelings can be suppressed with BZ gas. Everyone is aware of the abilities listed prior as Undeniable Proof of Changelings. Anything not listed is unknown to the entire crew.

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!

Enabled
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 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 in a permanent mechanical state 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 are allowed to kill your host if they threaten you, regardless of whether or not they were willing or unwilling, originally.
  • It is not a good idea to produce an Egg in a large crowd.
  • Do not crawl into SSD people.
  • Do not crawl into people in the middle of ERP.
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.

Assault Ops!

disabled
Description: You are a Golden Eye Operative. You are not a member of the Syndicate. You have, however, been contracted by the Syndicate to acquire access to Nanotrasen’s weaponized satellite network. Your sole purpose, as a hired mercenary, is to abduct heads of staff, preferably starting with stealth and staying that way until your presence has been confirmed, for convenience sake. Heads must be recoverable, and revivable, as they have to be alive to have their information taken. People who get in the way of stealing a head of staff can be dealt with lethally. After a Head of Staff’s encryption has landed on the station and been recovered, the cycle repeats itself until you have enough encryption keys to activate codename: Goldeneye. A laser that saws the station in half. Once this has happened, you are considered successful.
Special Rules:
  • You are not in a permanently mechanical state until your presence has been announced, specifically.
  • Your goal is the theft of heads of staff. Under no circumstances should you just hang around to gun people down.
  • You should only use the big fancy laser once. Doing so is considered a victory.
  • SSD Heads of staff suck, but leave them alone. You are allowed to ahelp and ask if any are SSD.
  • If a Head of Staff goes SSD/Disconnects after being abducted, you may extract it and leave them somewhere.
Metaprotections:

There are no metaprotections for the Golden Eye Operatives, outside of determining whether they’re Nukies or GEO’s. Heads of staff are expected to guard themselves closely after determining that they’re GEO’s, however.

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. While you do in theory have a win-condition, being your ascension, you are more than capable of having other plans. 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’s plenty of options. Maybe rust Engineering to nothing. Or just lead security on a goose chase as a void path. You could just hyper fixate on sacrificing one specific person spectacularly. 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.
  • Confirmed Ascended Heretics are in a permanent mechanical state.
  • The Mask of Madness places you in a permanent mechanical state while worn.
  • All Sickles are Confiscatable by security. They are literally weapons, regardless of their magic.
  • You have to ahelp before ascending.
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 only known to Chaplains, and Curators. Everyone who isn’t a Heretic, Chaplain, or Curator, does not know what Heretic equipment does, aside from what it’s visibly doing. Such as being a sickle. You can claim it’s magical, but, as to its purpose, not much more than that. Giant green runes and a room splattered in viscera and organs, glass shards, etc, should probably be reported to security. As should automatons made of flesh, spewing rust or literal hellfire. In the event you’re short a chaplain or curator, CC is a single message away.

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 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

Disabled (vines not rolling)
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. That, or a very stupid Miner. 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. Let’s call them dessert.
Special Rules:
  • For the sake of everyone’s sanity, don’t just rush the Silo.
  • 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 be a BSA, or the DNA vault. Or the Grav Gen.
  • Becomes PMS once they start eating (important stuff), or elsewise, attacking crew. (this will stick around until they can no longer eat techlathe-boards and the like)
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 ability to sense the flow of power, which often results in them smashing APC’s, Lights, Wires, as well as quelling lights that people may be in possession of. You abhor light and live in darkness. If you had it your way, the station would be in perpetual darkness.
Special Rules:
  • Breaking APC’s is fine, but don’t Destroy them completely until after hostilities have begun.
  • 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 for 30 seconds can’t complain if you stab them for it.
Metaprotections:

The Chaplain and Curator have full knowledge of you, your abilities, and what you are. They aren’t your friends. Medical and Science also know your organs are quite valuable. Engineering knows what your kind does to stations, and they naturally hate your guts for it. Security could care less what you are, and only care if you get violent. Which you likely will.

Obsessed!

Disabled
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:
  • Don’t interrupt ERP to get at your obsessed target. Admins can just change the target on request.
  • 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. You also have literally all of deadchat egging you on and critiquing your work, while also calling out people in the midst of dying, or sleeping. You can become quite potent rather fast by just heading down to lavaland, or right outside on Icebox to absorb dead npc corpses.

Special Rules:
  • You can subtle (hearable) while not manifested, as well as view exploitable information as well.
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

Enabled
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, or literally steal your shoes. 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 your Spider-Clan issued C4 is for use in Engineering, use it as far away from the Supermatter as you can.
  • Try not to hit the Atmos reservoirs either.
  • 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. If you still have your Spider-clan issued C4, you’ll more than likely kill everyone within 6 tiles of you when you explode upon your death.
  • Ninjas should not vent the entire station without an OPFOR that tells them they should. They should be mindful of where they doorjack and should avoid venting the majority of the station, even "accidentally". It can be considered griefing.
Metaprotections:

Security has full knowledge of your equipment, including the standard issue suicide-grade explosives. Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC. If you’re going stealthy about it, this can frame the AI as potentially Malf, or be dismissed as traitor activity, which it is. You’re 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 there is a broodmother.
  • People know the more pointy a spider is, the more squishy and venomous they are. The more bulky, the less venom.
  • People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.


Traitor!

Disabled
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 shouldn't be going after randoms, or bombing medbay just to do it.
  • If you want to do something targeting a player in specific, a department at large, or the station at large, 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:

https://wiki.skyrat13.space/w/index.php/Contraband

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

Wizard!

Enabled?
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.

Skyrat policies