Antagonist Policy
REASON: Old and outdated Policy page and we do not list policy on the wiki.
Antag Policy 2.0
“All I ask. Is that you try.” - Liuvik
A Message from Liuvik
“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. 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. 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.”
The Job of an Antagonist
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. 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. 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
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
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
“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. 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. 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.
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.
Warning someone of ill intent and delivering on it later. 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.
Antagonists
Wizard
“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. 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. 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.
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.
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.
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.
Meta Knowledge (Wizard)
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. 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.
Blood Cultist
“This book club takes blood donations.”
Assault Ops
“Nuke Ops, but, you get to pick what you want to make a mess of.”
Nuke Ops
“Your job is to end the ERP.”
War Ops
“We’ll only have trouble if war were declared.” Sirens.“War were declared.”
Heretic
“Your Sugar Daddy demands Gibs.”
Abductors
“Literally two people trying to understand furries. And failing.”
Space Ninja
“Now 12,000% more valid.”
Space Dragon
“I can’t believe it’s not prefbreak!”
Swarmers
“Like Space Dragon, but you eat the station instead.”
Changeling
“A comprehensive guide to being an unfeeling parasite.”
Ashwalkers
“https://www.youtube.com/watch?v=NrI-UBIB8Jk”
Xenomorphs
“Definitely not in Virology”
Sentient Disease
“Giving the Virologist the will to live again.”
DS-1
“Unironically more civilized than the actual station itself. It's kinda sad.”
Blob
“As easy as knowing where to not spawn.”
Traitor
“A Blank Canvas of varying extremity.”
=== Space Pirates
===
“YAR HAR FIDDLE E DEE, WHY CANT I GET ANY GODDAMN RP?”
X - ERT and DeathSquad
“The best way to fix any problem is to send in people that it already killed that are mad about it..”
Malf AI
“I’m afraid I can’t do that.”
Holoparasite
“It’s illegal not to name them after bands. And they’re illegal to have.”
Fugitives and Hunters
“A game of Hide and Seek.”
Nightmare
“You’d be surprised what forces of cruelty sometimes peruse maintenance.”
Obsessed
“A license to be uncomfortably creepy.”