Antagonist Policy: Difference between revisions
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So-to-say, they are completely fair game for the crew to target. | So-to-say, they are completely fair game for the crew to target. | ||
Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving. | Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.|}===Metaprotections''':''' ===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.==Abductors! <span style="color: orange; font-size:135%">Station Threat</span>== | ||
{| class="wikitabl|- | |||
| | |||
======'Cannot Persue' roles ====== | |||
<center> | |||
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''':''' === | ===Metaprotections''':'''=== | ||
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. | 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. | ||
==Abductors! <span style="color: orange; font-size:135%">Station Threat</span>== | == Abductors! <span style="color: orange; font-size:135%">Station Threat*2</span>== | ||
{| class="wikitable mw-collapsible" style="width:100%" | {| class="wikitable mw-collapsible" style="width:100%" | ||
!Enabled | !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. | |'''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:''' | |'''Special Rules:''' | ||
*Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea. | *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. | * 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. | *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. | ||
| | | | ||
|- | |- | ||
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== Blob! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>== | ==Blob! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>== | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%" | {| class="wikitable mw-collapsible mw-collapsed" style="width:100%" | ||
!Disabled | !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. | |'''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:''' | |'''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 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. | *You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke. | ||
|- | |- | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
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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. | 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! <span style="color: orange; font-size:135%">Station Threat</span>== | ==Changeling! <span style="color: orange; font-size:135%">Station Threat</span>== | ||
{| class="wikitable mw-collapsible" style="width:100%" | {| class="wikitable mw-collapsible" style="width:100%" | ||
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|- | |- | ||
|'''Special Rules:''' | |'''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. | * 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. | *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. | *Horror Forms are in a Permanently Mechanical state. | ||
|- | |- | ||
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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. | Ratvar's corpse yet still ticks and hums with energy, and His dominance over machinery and systems is still one that can be grasped by His followers, if faintly. You may not have enough power to induct new cogs into the Machine, but the System's levers can still be pulled. Wake the metal. Create the metal. Control the metal. | ||
|- | |- | ||
| '''Special Rules''': | |'''Special Rules''': | ||
Don't be surprised if you get arrested for doing clock-work stuff. | Don't be surprised if you get arrested for doing clock-work stuff. | ||
|- | |- | ||
| '''Metaprotections''': | |'''Metaprotections''': | ||
*The '''chaplain''' and '''curator''' know everything, and that ratvar himself is out-of-action for the foreseeable future. | *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. | *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. | * 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. | ||
|- | |- | ||
|} | |} | ||
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*You are bound to the same rules as other antags; that means you shouldn't just decide to blow up the SM because you feel like it, regardless of if you can afford a bomb or not, and stick to your goal of kidnapping. | *You are bound to the same rules as other antags; that means you shouldn't just decide to blow up the SM because you feel like it, regardless of if you can afford a bomb or not, and stick to your goal of kidnapping. | ||
* Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status. | *Confirmed contractors can be checked for their modsuit, regardless of it's stealth-status. | ||
|- | |- | ||
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!disabled | !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. | |'''Description:''' You are a Cortical Borer. Not-so-affectionately referred to as a Head Slug, but lesser known than your Changeling Parasite relative. By and far away more beneficial, as a Borer, your goal is quite simple. Create more Cortical Borers, protect yourself, and keep your host alive. Emphasis alive, seeing as their general happiness is irrelevant to your longevity, and benefitting your host is a luxury for the complacent. Despite your benefits, you are ultimately illegal to have. Nanotrasen makes it a point to quell the population due to their loose relationship with Changelings, and it’s largely believed by the top brass that Cortical Borers are the larval form of the Changeling Parasite. | ||
|- | |- | ||
| '''Special Rules:''' | |'''Special Rules:''' | ||
*You are 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 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 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. | *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. | *It is not a good idea to produce an Egg in a large crowd. | ||
*Do not crawl into SSD people. | * Do not crawl into SSD people. | ||
*Do not crawl into people in the middle of ERP. | *Do not crawl into people in the middle of ERP. | ||
|- | |- | ||
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==Assault Ops!== | ==Assault Ops!== | ||
{| class="mw-collapsible mw-collapsed wikitable" style="width:100%" | {| class="mw-collapsible mw-collapsed wikitable" style="width:100%" | ||
!disabled | !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. | |'''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. | ||
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*You are not in a permanently mechanical state until your presence has been announced, specifically. | *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. | *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. | *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. | *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. | *If a Head of Staff goes SSD/Disconnects after being abducted, you may extract it and leave them somewhere. | ||
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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. | 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== | == Fugitives / The Hunters == | ||
{| class="wikitable mw-collapsible" style="width:100%" {| | {| class="wikitable mw-collapsible" style="width:100%" {| | ||
!Enabled | !Enabled | ||
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|- | |- | ||
| '''Special Rules''' (Per Type): | |'''Special Rules''' (Per Type): | ||
'''Fugitives:''' | '''Fugitives:''' | ||
*NT prisoner: Escaped convicts, naturally, they probably don't care to much about committing a few more crimes. | *NT prisoner: Escaped convicts, naturally, they probably don't care to much about committing a few more crimes. | ||
*Waldo: Where is he? | *Waldo: Where is he? | ||
*Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you. | * Cultists: Worship "yalp elor," avoid persecution, question why bounty hunters are being sent specifically after you. | ||
*Factory-error synths: [see spawntext] | *Factory-error synths: [see spawntext] | ||
*Mr. Invisible: You go invisible, that's... about it. | *Mr. Invisible: You go invisible, that's... about it. | ||
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*'''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. | *'''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'] | *'''Russians:''' [insert something stereotypical here, along with 'follow your spawn text'] | ||
* '''Bounty Hunters:''' You're the cowboy bebop the contractors wish they were, and well-known to boot! but equally, not above the law, so best to keep your cover low, and avoid getting in beefs with the station-crew. | *'''Bounty Hunters:''' You're the cowboy bebop the contractors wish they were, and well-known to boot! but equally, not above the law, so best to keep your cover low, and avoid getting in beefs with the station-crew. | ||
|- | |- | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
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|} | |} | ||
==Heretic!== | ==Heretic! == | ||
{| class="wikitable mw-collapsible" style="width:100%" | {| class="wikitable mw-collapsible" style="width:100%" | ||
!Disabled (OPFOR Only) | !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. | |'''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:''' | |'''Special Rules:''' | ||
*Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else. | * 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. | *Confirmed Ascended Heretics are in a permanent mechanical state. | ||
*The Mask of Madness places you in a permanent mechanical state while worn. | * 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. | *All Sickles are Confiscatable by security. They are literally weapons, regardless of their magic. | ||
*You have to ahelp before ascending. | *You have to ahelp before ascending. | ||
|- | |- | ||
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|} | |} | ||
==Hostile Data Entities / Cyber Police <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span> == | ==Hostile Data Entities / Cyber Police <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>== | ||
{{anchor|Data Entity}}{{anchor|Cyber Police}} | {{anchor|Data Entity}}{{anchor|Cyber Police}} | ||
{| class="wikitable mw-collapsible" style="width:100%" | {| class="wikitable mw-collapsible" style="width:100%" | ||
!Enabled | !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. | |'''Description:''' You are a hostile data entity created in response to a network intrusion. You are created in the context of a [[Bitrunner#Virtual_Domains|virtual domain]], and are themed as such, but your objectives remain static: Kill the intruders and protect your home. You cease to exist when the domain is unloaded. | ||
|- | |- | ||
|'''Special Rules:''' | |'''Special Rules:''' | ||
*The Beach Bums spawned in the Beach Bar virtual domain are non-hostile. CI applies with them, roleplay is encouraged, and fighting is frowned upon. | |||
* The | *The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure. | ||
* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them '''dead''' and '''gone''', not vegetatively immobile. | |||
* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them '''dead''' and '''gone''', not vegetatively immobile. | |||
* You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP. | * 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. | *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. | *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. | *If you are somehow removed from the virtual domain and are able to interact with the "real world," contact an admin. | ||
|- | |- | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
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*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. | *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. | *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. | *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 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> | *<span style="color: red; font-size:150%">'''<u>YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.</u>'''</span> | ||
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|- | |- | ||
|'''Special Rules:''' | |'''Special Rules:''' | ||
*Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer. | * 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. | * 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. | *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. | *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. | *Avoid goats. | ||
|- | |- | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
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|} | |} | ||
==Morphling! <span style="color: orange; font-size:135%">Station Threat</span>== | ==Morphling! <span style="color: orange; font-size:135%">Station Threat*2</span>== | ||
{| class="wikitable mw-collapsible" style="width:100%" | {| class="wikitable mw-collapsible" style="width:100%" | ||
!Enabled(?) | !Enabled(?) | ||
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|'''Special Rules:''' | |'''Special Rules:''' | ||
*For the sake of everyone’s sanity, don’t just rush the Silo. | *For the sake of everyone’s sanity, don’t just rush the Silo. | ||
* After your presence is confirmed, the Armory is fair game. | *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. | *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> | * <span style="color: red">Do not be a BSA, or the DNA vault. Or the Grav Gen.</span> | ||
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!Enabled | !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. | |'''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:''' | |'''Special Rules:''' | ||
* Breaking APC’s is fine, but <span style="color: red">don’t Destroy them completely until after hostilities have begun.</span> | *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. | *Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State. | ||
* You are literally a horror from another plane that is naturally malevolent towards light and those that use it. | *You are literally a horror from another plane that is naturally malevolent towards light and those that use it. | ||
*People who insist on shining light on you while emoting for 30 seconds can’t complain if you stab them for it. | *People who insist on shining light on you while emoting for 30 seconds can’t complain if you stab them for it. | ||
|- | |- | ||
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{| class="wikitable mw-collapsible mw-collapsed" style="width:100%" | {| class="wikitable mw-collapsible mw-collapsed" style="width:100%" | ||
!Disabled | !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. | |'''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:''' | |'''Special Rules:''' | ||
*Don’t interrupt ERP to get at your obsessed target. Admins can just change the target on request. | *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. | *Yes you’re allowed to be obsessed as a head of staff. | ||
|- | |- | ||
| '''Metaprotections:''' | |'''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. | 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. | ||
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|- | |- | ||
|'''Special Rules:''' | |'''Special Rules:''' | ||
*You can subtle (hearable) while not manifested, as well as view exploitable information as well. | * You can subtle (hearable) while not manifested, as well as view exploitable information as well. | ||
|- | |- | ||
|'''Metaprotections:''' | |'''Metaprotections:''' | ||
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|} | |} | ||
== Space Dragon! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>== | ==Space Dragon! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>== | ||
{| class="mw-collapsible mw-collapsed wikitable" style="width:100%" | {| class="mw-collapsible mw-collapsed wikitable" style="width:100%" | ||
!disabled | !disabled | ||
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|'''Description:''' You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet. | |'''Description:''' You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet. | ||
|- | |- | ||
| '''Special Rules:''' | |'''Special Rules:''' | ||
*<span style="color: red">Don’t go on the Emergency Shuttle.</span> | *<span style="color: red">Don’t go on the Emergency Shuttle.</span> | ||
*Protect your portals closely, residing nearby them as much as you can. | * 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. | *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. | *Dead carp are a valid source of health. | ||
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|- | |- | ||
|} | |} | ||
== Space Pirates! <span style="color: orange; font-size:135%">Station Threat</span>== | ==Space Pirates! <span style="color: orange; font-size:135%">Station Threat*2</span>== | ||
{| class="wikitable mw-collapsible" style="width:100%" | {| class="wikitable mw-collapsible" style="width:100%" | ||
!Enabled | !Enabled | ||
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|} | |} | ||
==Space Ninja== | == Space Ninja== | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%" | {| class="wikitable mw-collapsible mw-collapsed" style="width:100%" | ||
!Disabled | !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. | |'''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:''' | |'''Special Rules:''' | ||
*If your Spider-Clan issued C4 is for use in Engineering, use it as far away from the Supermatter as you can. | *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. | *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. | *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. | * 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. | ||
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==Spiders! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>== | ==Spiders! <span style="color: red; font-size:135%">PERMANENT MECHANICAL STATE</span>== | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%" | {| class="wikitable mw-collapsible mw-collapsed" style="width:100%" | ||
!Disabled | ! Disabled | ||
|- | |- | ||
|<br /> | |<br /> | ||
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|- | |- | ||
|'''Special Rules:''' | |'''Special Rules:''' | ||
* You are a simple animal. Technology is completely foreign to you. Behave as a spider would. | *You are a simple animal. Technology is completely foreign to you. Behave as a spider would. | ||
*Do not drag welders, or water tanks. | *Do not drag welders, or water tanks. | ||
*You are allowed to break heaters. | *You are allowed to break heaters. | ||
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*You are a spider. People know everything about you. | *You are a spider. People know everything about you. | ||
*People know there is a broodmother. | *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 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. | *People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself. | ||
|} | |} | ||
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!Disabled | !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. | |'''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:''' | |'''Special Rules:''' | ||
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==Wizard!== | ==Wizard!== | ||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
!Enabled? | !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. | |'''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:''' | |'''Special Rules:''' |
Revision as of 21:54, 30 November 2023
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:
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.
Confirmation or Denial
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. 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.
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:
This is to make it much easier, and faster for staff to actually discern what you're asking for and why, instead of trying to read between the lines and figure out what you're intended to do with what.
| ||
Staff-side requirements:
| ||
====== Currently blocked requests: ======
|
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: |
|
Station Threat: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.|}===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==
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
Blob! PERMANENT MECHANICAL STATE
Changeling! Station Threat
Clockcult (OPFOR)
Contractor!
Cortical Borer! PERMANENT MECHANICAL STATE
Assault Ops!
Fugitives / The Hunters
Heretic!
Hostile Data Entities / Cyber Police PERMANENT MECHANICAL STATE
Malf AI!
Man Eaters! PERMANENT MECHANICAL STATE
Morphling! Station Threat*2
Nightmare! Station Threat
Obsessed!
Revenant! PERMANENT MECHANICAL STATE
Space Dragon! PERMANENT MECHANICAL STATE
Space Pirates! Station Threat*2
Space Ninja
Spiders! PERMANENT MECHANICAL STATE
Traitor!
Wizard!
Return to policies page |