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games:sc13:guides:identifying_antagonists

Identifying Antagonists

Due to confusion over how much knowledge people would have about various items and the various antagonists, the following is the rules concerning identifying antagonists.

This page is considered part of the rules.

Antagonist Items

Antagonist items are purposefully hidden from the general public and from most NovusCorp employees. These items are mostly considered contraband for civilians, but NovusCorp would very much like to learn how they function. Certain items are identifiable to those with certain training.

Recognizing an object does not mean you know it's from a rival corporation unless it's been branded as such, only what it is, and what it does. Some items are also simply modified versions of existing items, and some items are disguised.

AI and Cyborgs

The AI is only able to glance at things with it's camera, making identification hard at distances. All items disguised as other items are therefore unidentifiable unless blatantly in use (e.g. Emag, hack tool, mysterious package, lighter, etc.)

AIs are able to tell when obvious contraband is used though (e.g. firearms, energy swords, etc.) In keeping with conventions, AIs are allowed limited knowledge of contraband, but are only to offer this information if directly prompted.

Cyborgs follow the same rules as their human counterparts, but can ask the AI about any suspicious objects.

Items

The following is a list of Antagonist items and who would be able to tell what is what. If the item is not listed, the default is only the Captain or Head of Security would have any vague knowledge.

Firearms and Ammo

Everyone knows that nobody outside of security or military should have firearms, and everyone also knows that only the military should be using lethal weapons unless there is a Red Alert.

Energy Crossbow

Everyone knows it's an illegal weapon but not exactly how it works. If it were tested, it could be figured out.

Energy Sword

It is very obviously a dangerous weapon to everyone. Exactly how much someone knows about what it is and how it works would vary from job to job, with Security, Military and weapons researchers likely knowing the most.

EMP Grenades

Everyone knows it's a grenade, security and science know it's an EMP grenade. Both of those know that nobody outside of security is normally meant to have these. If it goes off, anyone could tell that electronics have been screwed with pretty seriously.

Sleepy Pen

It's just a pen. If R&D took it apart and investigated its contents, they would find that it is a low-capacity hypospray hidden inside a pen case.

Syndicate Soap

It's a bar of soap. Not exactly contraband.

Detomatix PDA Cartridge

It's a strange PDA cartridge. If put inside your PDA, the menu would be simple enough to navigate and use for anyone.

Chameleon Clothes

The items themselves are just clothes. Seeing one of them changing would be pretty weird, and suspicious if it's to a restricted item. Non-functional HUDs or other things would be a little odd, but might just seem broken depending on the item.

If you investigated it more closely, you'd be able to tell that it's not of NC origin. Science would be able to figure out what it is with some work, and that it can turn into other similar items of clothing. After science investigates it, security would know what Science tells them. The military would know what this is immediately upon witnessing it changing.

No-Slip Syndicate Shoes

They're a pair of shoes. Not even close to contraband.

Agent ID card

It's a normal ID to most people. It's normal to Heads unless they investigate it closely (and have a reason to do so), in which case it's an illegally modified ID card. Science can investigate and find that it can change itself on the fly.

Voice Changer

It's an ordinary gas mask, until someone talks with it on without an ID or switches IDs infront of someone while talking. With investigation, R&D could find out what it is and how it works, though anyone could tell what it does if they see it in action. Noticing distinguishing features (or a lack of them) which aren't covered by the mask, and are wrong for the person whose voice is being imitated, would tip someone who knows that something is going on.

Thermal Imaging Glasses

They're ordinary sunglasses. If put on, you can tell that they see living creatures through walls. Not really illegal, but unusual.

Chameleon Projector

It's an odd and suspicious device. Security knows it's illegal, Military knows it's a cloaking device. Research can take it apart or otherwise investigate it to find out exactly what it does and how it works.

Cryptographic Sequencer

Everyone can immediately see it's a modified ID card (which is illegal), engineers and scientists would know that it would screw up electronics like in doors if they investigated it closely.

Fully Loaded Toolbox

It's a toolbox. Not illegal.

Traitor Radio Key

It's an ordinary radio key, until you put it in a radio, in which case you'd be able to tell that it goes onto an unknown radio channel. This isn't illegal by itself (there are a LOT of empty channels that don't usually get traffic). Listening in on encrypted channels, like department channels, is.

Binary Translator Key

As above, except onto the silicon talk thing instead of an unknown radio channel. Not illegal, but a little strange. Those with a bit more knowledge in robotics might realize that this is much more serious tech than normal encryption keys.

Space Suit

It's a space suit. Its color is nonstandard, but that's not illegal. Those without authorization to have spacesuits (which is nearly anyone not in one of the four major departments, and a couple within those) shouldn't have it, but if there's not any suits missing from the station, then they probably didn't steal it.

Hacked AI Upload Module

Everyone knows it's a circuitboard. Engineers and scientists could tell that it's a modified AI upload module, which is very illegal. Roboticists would be able to tell how it's modified, and that it uploads corrupt, overriding laws.

C-4

Everyone can see that it is a bomb.

Powersink

Everyone knows it's not of NC origin, engineers and military know it's going to suck power out of the ship and is therefore illegal.

Singularity Beacon

Everyone knows it's not of NC origin, and looks pretty odd. Engineers, military, and scientists know it's going to try to pull gravitational singularities over to it.

Teleporter Circuit Board

Everyone can tell it's a circuit board and what it builds, and knows that these ones are meant to stay in tech storage and the teleporter room. If you go and use it to make a teleporter to get into high security areas then security is well within their rights to pull the thing down and confiscate the circuit board.

Having an implant without it noted in medical records is odd, and should probably be investigated. If the implant is removed for some reason, Research can tell what sort of implant it is.

Implanters aren't meant to be outside of medbay and certain sections of Security, so if one's just lying around it should be at least taken back to Medical, and possibly investigated if anything else about the situation is suspicious.

Syndie Balloon

It's just a balloon.

The Syndicate

An important note: while there is a big, scary organization known as the Syndicate, not all dark deeds are committed in their name. Purpose-built characters may be working for any number of corporations, and may have plenty of opportunities for corporate espionage or even other types of goals. A potential traitor could be working for another corporation, an activist group, or even a cartel or gang of sorts.

Depending on one’s background the crew will possibly be aware of any activist groups, terrorist groups, or other corporations trying to undermine and/or steal technology/information.

Security forces, such as security officers, detectives, and wardens have been briefed to basically a need to know basis on the threat levels for their system.

All Heads of Staff have been briefed to the extent of the CorpComm report.

Only the Captain or Head of Security have been given any detailed knowledge of potential dangers in the system, such as pirates and political dissidents.

Traitors

The term “Traitor” doesn't make a lot of sense in character, but criminals do in fact exist outside of Traitor rounds. As a general rule, it's safe to assume someone is some sort of criminal if they do a serious criminal act or have one of the Antag Items that your character is familiar with.

Mercenaries

Mercenaries can and do operate in SolGov, though usually in reputable, protective engagements, though on rare occasions they can and do raid ships and stations for their mysterious benefactors.

As an important note: Ships arrive to and leave from stations and planets with some regularity. Jumping straight to “It's a hostile ship!” without evidence is bad play.

Pirates

Piracy is a real and present threat throughout known space, although it's not an everyday occurrence in SolGov territory. If a group of outsiders actively attacks, it's a safe bet that they're pirates of some sort, but as above: automatically assuming that any new ship arriving is hostile is bad play.

AI Malfunction

AIs and Cyborgs are not normally known to malfunction, as long as they have consistent and clear laws to govern their behavior.

With the exception of overwhelming evidence, outright declaration by the AI, or from the 'Hostile runtimes' message from CorpComm, the AI and Cyborgs should not be presumed hostile. Law resets are not out of the question if the AI is acting odd and there is reason to think its laws might be affected, but this doesn't mean that it's hostile.

Cult

The Order of Nar'Sie is a secret and secluded cult, and is therefore not known by the crew.

The Chaplain/Counselor has limited knowledge, up to knowing that the cult is evil, should probably be stopped, and that holy water will deconvert those influenced by the cult.

However, it is (and should be) hard to convince anyone else of this.

Wizard

The Space Wizard Federation is not a known organization, and its members, methods, and dealings are not known by the crew.

Technomancer

Technomancers are an unknown in the galaxies, but generally do not need to be contained by Security unless they are hostile or otherwise lawbreaking (such as entering non-all-access areas when they do not have access on their IDs). They should be watched closely, however.

Changeling

Changelings are not entirely unknown, though no concrete research or data has ever been collected from them. Most people believe them to be a myth, and the threat they pose is unknown.

It is highly likely that only research members, specifically xenobiologists, might know anything about them.

They should be treated as any first contact alien being should be, if they reveal themselves through actions, words, or otherwise. This includes not being presumed hostile unless they actually act hostile.

Cortical Borer

Cortical borers are known as a parasitic creature, though some of their exact workings and biology are not known. Medical and research staff might know that sugar sets them at ease and makes them much more cooperative, even inside of a host.

Ninja

Space Ninjas are clearly wearing a tight black hardsuit. Any capability for stealth, teleporting, and so on is entirely unknown unless observed, explained by the ninja, or the suit's modules or interface are examined by scientists or security, at which point they should be able to tell it's some sort of tactical stealth infiltration hardsuit with dangerous built-in combat modules.

The “Spider Clan” does exist and is known to NovusCorp, but mostly in rumors and hearsay.

Angels

Appear to be peculiar bioroids to general examination, unless they specifically explain their purpose or higher calling.

Devils

If they appear in demonic form, anyone can tell that they are dangerous, though not specifically what they can do. The military has familiarity with them and other demons.

Honk Squad

The existence of Clown Planet is only a rumor as far as most people know; an armed posse of clowns is expected to be a part of a television drama, not something that'll actually show up.

Superheroes and Supervillains

Thought to be a matter of fiction, though science would be able to tell that some powers are possible through genetic engineering.

Revolutionary: Incite rebellion among the crew with the Syndicate's blessing. Changeling: Absorb the DNA of others and become a powerful monstrosity. Syndicate Operative: Accomplish a dangerous mission aboard the ship without being embedded in the crew. Syndicate Commando: Wipe out the ship, preferably with a nuclear device you happen to have brought with you. Xenomorph: Conquer the ship and make it a home for your family, or be part of the welcoming crew to them on a hostile planet. Predator: Hunt the most dangerous prey aboard its home territory. Or the least dangerous prey, whichever your objectives desire. Wizard: Use magic and stir up trouble – in SPACE! Cultist: Worship dark gods and cause bizarre calamities. Shadowling: Hunt in the darkness and extinguish the light. Raiders: Attack the station for resources. Traders: Trade with the station for resources. Cortical Borers: Bore into a host body and attempt to populate the station. Revenant: Be a ghost, only with awesome powers. Blob: Be the overmind of a rapidly growing monstrosity that threatens to consume the ship. Statue: Move whenever nobody can see you, accomplish your mysterious objectives. Infiltration Team: Special assignments given to a team of operatives, such as stealing a crucial component, capturing a target, assassinations, rescuing a prisoner, or subverting the AI. Terror Spiders: Combine the worst aspects of xenomorphs and killer spiders. Abductors: Enigmatic telepathic aliens that work together to abduct and implant people for alien science. Holoparasites: Also known as Guardian Spirits, these are bound to another entity and do their best to protect them. Swarmers: Silicon lifeforms that seek to dismantle the ship to build more swarmers. Locusts: Ravenous space locusts that seek to devour everything organic. Ashwalkers: Native lizardmen who don't take kindly to visitors. Lava Dwarves: Interdimensional psychopaths who hate mining competition. Families: Like gangs, only with cooler suits. Morph: Who ate the supply closet? Nightmare: Like shadowlings, only deadlier. Slaughter Demons: Big nasty demons that slaughter everyone. The name really should be a tip-off. Pirates: Far less romantic than the library's romance novels would have you believe. Arcfiend: A power-hungry creature that might be a nightmare to the crew or choose the peculiarly antiheroic role of being helpful by fighting off other intruders. Flockmind: A digital intelligence from another dimension seeks refuge. Unfortunately, its idea of refuge involves converting the ship and its crew to gneiss. Martians: Abductors with a greater interest in throwing humans into their bioconvertor. Werewolf: In space, the moon is always full… Vampire: Badass bloodsuckers that gain power the more blood they consume, and just have that tiny little problem with the Church… Thralls: Vampire minions. AKA baby vampires. Sort of feral, and not terribly bright and empowered, but still dangerous. Zombies: They love you for your brains. The Slasher: A horror-movie immortal slasher villain who is very hard to kill and finds killing you very easy and fun. Conspirators: They really are out to get you. Wraith: Where most other antagonist roles exist to make you afraid of some maniac with a fire extinguisher coming to get you, the Wraith exists to make you afraid of the station itself. Malevolent poltergeists with a mean streak a mile wide, wraiths have a wide array of spooky powers they can use to terrorize (or annoy) the crew. Poltergeist: Basically, mini-wraiths created by a wraith's ability, who are weaker than the wraith and must stay nearby, but are almost as dangerous. Omnitraitor: Sometimes the admins just want to watch the place burn. Gremlins: Little pests that wreck things for fun. Intruder: Inscrutable forces from beyond this world get scared too.

Sentient Disease Access: None Additional Access: Wherever your hosts carry you Difficulty: Hard Supervisors: Your DNA Duties: Infect the crew Guides: This is the guide Quote: SHUT . . . DOWN . . . EVERYTHING You are a sentient virus, extremely adaptable and resistant to mutations, which has somehow gotten established on this particular NovusCorp brand spaceship.

Edit Becoming a Sentient Disease There is a low chance that a random event will take place which will spawn a sentient disease on station. This sentient disease starts off by infecting only a single host, a “Patient Zero” if you will, and has to move quickly to infect as many people as possible. The disease then has to endure the rest of the shift (with the CMO and virologist probably hot on your ass) in order to maximize its chances of getting a host to CorpComm. There's no official notification for the spawning of a sentient disease, so the first few infections should be easy, especially considering that your infection modifier is relatively stable.

Edit Objectives All sentient diseases have the same two, non-varying objectives:

Survive and infect as many people as possible. Ensure that at least one infected host escapes on the shuttle or an escape pod. Edit Plague Inc. The Sentient Disease spawns with 0 evolution points, gaining more as it infects more hosts. A good portion of the symptoms listed in Virology can be evolved, but not all of them. One trait which differentiates a sentient disease from a normal, virology disease is that the sentient disease can evolve more than 6 symptoms.

The sentient disease has two unique abilities:

Cough.png Cough: This ability forces the host that the virus is following to cough, transmitting the virus two tiles away from the host. Costs no evolution points, and is the only symptom you receive upon spawn. Your main source of transmission in the first few minutes of your existence. There is a 10 second cooldown before this ability can be used again.

Sneeze.png Sneeze: This ability forces the host that the virus is following to sneeze, transmitting the virus four tiles away in a cone to the front of your host. Costs 3 evolution points, and is therefore relatively easy to unlock. 20 seconds cooldown between uses.

Evolvable Symptoms (WARNING: This table is massively out of date; just read the in-game descriptions in your sentient disease menu(s) while you wait for your mutation cooldown to finish)

Symptom Cost Description Voluntary Coughing 0 Force the host you are following to cough with extra force, spreading your infection to those within two meters of your host even if your transmitability is low. Cooldown: 10 seconds Voluntary Sneezing 3 Force the host you are following to sneeze with extra force, spreading your infection to any victims in a 4 meter cone in front of your host. Cooldown: 20 seconds Involuntary Coughing 4 Cause victims to cough intermittently. Involuntary Sneezing 4 Cause victims to sneeze intermittently, spreading your infection and also increasing transmitability and resistance, at the cost of stealth. Beard Growth 8 Cause all victims to grow a luscious beard. Decreases stats slightly. Ineffective against Santa Claus. Hallucinations 8 Cause victims to hallucinate. Decreases stats, especially resistance. Choking 8 Cause victims to choke, threatening asphyxiation. Decreases stats, especially transmittability. Confusion 8 Cause victims to become confused intermittently. Eternal Youth 8 Cause victims to become eternally young. Provides boosts to all stats except transmittability. Vomiting 8 Cause victims to vomit. Slightly increases transmittability. Vomiting also also causes the victims to lose nutrition and removes some toxin damage. Voice Changing 8 Change the voice of victims, causing confusion in communications. Vision Loss 8 Damage the eyes of victims, eventually causing blindness. Decreases all stats. Self-Adaptation 8 Cause your infection to mimic the function of normal body cells, becoming much harder to spot and to eradicate, but reducing its speed. Skin Paleness 8 Cause victims to become pale. Decreases all stats. Sensory Restoration 8 Regenerate eye and ear damage of victims. Itching 8 Cause victims to itch, increasing all stats except stealth. Weight Loss 8 Cause victims to lose weight, and make it almost impossible for them to gain nutrition from food. Reduced nutrition allows your infection to spread more easily from hosts, especially by sneezing. Itching 8 Cause victims to itch, increasing all stats except stealth. Metabolic Boost 16 Increase the metabolism of victims, causing them to process chemicals twice as fast and grow hungry more quickly. Regenerative Coma 16 Cause victims to fall into a healing coma when hurt.

Edit Statistics Each evolved symptom affects 4 stats; stealth, transmission, resistance, and stage speed, which all can change how your disease interacts. For more information, see Infections#Understanding stats. A list of how the various symptoms positively or negatively change these stats can be found in the symptoms table below.

Edit Oh Shit There's a Sentient Disease Aboard Step 1: Turn on internals Step 2: Make sure that the virologist/CMO is alive Step 3: Wait for him/her to do work and make vaccines Of worth noting is that viruses can, and often will go become beneficial to the crew, but it almost always requires purchasing various negative symptoms to increase the transmissibility enough so you can actually evolve Regenerative Coma or Sensory Restoration/whatever. Spaceallin can also be useful if you are already infected by the disease.

Edit Obsessed Access: Wherever your job has access to Additional Access: Wherever you can gain illicit access to Difficulty: Medium Supervisors: None Duties: Complete your objectives, then murder your target and escape! Guides: This is the guide Quote: I overheard my family talking about me downstairs today. All I could make out was my name, and “job”. Apparently spinning around on a heaving death hulk in the middle of space doesn't do wonders for one's sanity. Bummer. When one snaps, they usually turn to the Syndicate for an escape from the madness. But, one's motivations rarely follow reason…

Edit Preface There exists an event to manifest an Obsessed brain trauma, assuming sufficient security or military presence. Once it is chosen, an Obsessed brain trauma is manifested into a humanoid player client that has the Obsessed antag enabled. What's notable about this process is that mindshielded personnel, such as Security Officers, the Detective, the Warden, the Head of Security, and the Captain are entered into the roll, meaning that they can become Obsessed, something unique to this antagonist.

Edit Objectives Please do note that you are not protected by Rule 4 as an Obsessed crewmember, as you are not a traditional antagonist. You are not allowed to kill crewmembers, nor commit grand sabotage unprovoked. Of note is that you should NOT immediately go and stab your obsession to death, as that is in direct contradiction with your objectives. You are allowed to do anything in pursuit of your objectives and for the purposes of evading capture, even if it results in collateral. For example, when the time comes to murder your target, it makes sense for you to minimize the amount of witnesses. Once you've finished all of your objectives, you revert back to being a non-antagonist, and therefore, normal escalation policy applies.

Upon rolling obsessed, you gain a total of three miscellaneous unique objectives from the five below that you have to complete.

Spend Time: Pretty self-explanatory, spend five minutes during which your target can “see” you. Emphasize the “see”, you can run around in a potted plant and it still counts for the timer. If you're unsure whether you're close enough (or within line of sight), check your moodlet modifiers.

Take a Picture: Be in possession of a photo containing your alive target in frame.

Hug: Hug your target four to six times while they're still alive.

Heirloom: Steal your target's heirloom. This objective can only be chosen if your target has the Family Heirloom quirk.

Jealous Murder: Kill one of your target's coworkers (someone in the same department as your obsession). Note, an Assistant is counted within the Service department. This objective can only be rolled if there is someone in the same department as your target asides from you.

Once all three of your secondary objectives are completed, you can then proceed to your primary objective:

Murder: Kill your obsession.

After that's done with, you revert back to being a normal, non-antagonist crew member.

Edit Curing Obsession An obsessed crewmember, if they are suitably subdued (NovusCorp security experts recommend using N2O as a sedative to reduce morale reducing tirades), can be cured from their obsession by conducting a lobotomy, which can be performed at a surgery table connected to an operating console once Advanced Surgery has been researched by Science. Do note that brain surgery is not sufficient to cure the obsessed brain trauma, as it is deep-rooted, and that lobotomization often results in other, permanent brain traumas as collateral. If in doubt as to whether an obsession has been cured, just examine their mood, whilst sanity will stay low, mood will immediately slingshot back up from abysmally low to neutral or even slightly positive.

Edit Tips The most important thing to keep track of is your mood. When away from your obsession, your mood tanks heavily, and if you're depressed for long enough, your sanity decreases (despite the fact that you really don't have it in the first place, do you?). On the other hand, when next to your obsession, your mood goes up rapidly, and if it's high enough, you start speaking giddily (which is a dead giveaway that you're Obsessed). Whilst sanity is dependent on mood, mood is not dependent on sanity, and therefore it is possible to speak giddily whilst still having your sanity slow your movement speed down to a crawl.

Aside from that, your job is really keeping Security off your back for as long as possible. If you're a part of Security in the first place, or a head of staff, your job is made quite easy. Same for if you share the same department with your obsession. However, if you're an Assistant, and your obsession happens to be the Warden, well, tough luck, it's hard to craft enough excuses such that you can fulfill your objectives without getting locked up.

You should do your objectives in order of how suspicious they are. For example, if you have the objectives of spending time around your obsession and stealing their heirloom, doing one of them has your target raising an eyebrow in suspicion, and the other has them yelling for Security. Taking a picture of your Obsession can be done covertly (if you're a human) by Law 2-ing the Ship AI or a Cyborg, assuming that your target is a non-human. The Cyborg camera spits it right out, which it then has to drag to you, which is mighty suspicious. Therefore, it's probably best to ask the AI to take the photo, which it can then PDA to you. Upon receiving that photo, you can then print it out.

Edit Fugitives Access: None Additional Access: Wherever your Toolbox can Hack into Difficulty: Medium Supervisors: None Duties: Survive, escape capture by the Hunters at all costs Guides: This is the guide Quote: Ask your NT representative about Fugitives! (side-effects of Fugitives may include ship damage, organ failure, malfunction of crucial electronics, or the ascension of godly entities) There's nothing more refreshing than freedom, and these fugitives are willing to kill for it.

Contents 1 Preface 2 Objectives 3 Prisoners 4 Cultists 5 Synths 6 Waldo

Edit Preface There exists an event to spawn Fugitives. This event can only trigger when there are more than 20 active crewmembers, and when the shift has been going on for at least 30 minutes. If the event triggers, a prompt will go out to ghosts, which will take control of either a solo fugitive or a team of fugitives.

No matter what type of fugitive the event spawns, the fugitive(s) will spawn somewhere in maintenance, with a single toolbox. The fugitives will not have any access at all, and will have to rely on hacking in order to navigate maintenance. After 10 minutes, a team of Hunters will spawn, and from then on, your goal will be to avoid or kill them at all costs.

Objectives Morph.png Sir Badmin XVI says: “Please do note that you are not protected by Rule 4 as a Fugitive, as you are not a traditional antagonist. You are not allowed to kill crew members unprovoked, but if you are provoked, you are well within your rights to respond with antagonist behavior. For example, if security is helping you, stabbing them with spears would not be reasonable, and you would eat a bwoink. You are allowed to do anything to avoid capture. If security is cooperating with the Hunters, then you would be free to retaliate with force.” Major Fugitive Victory: All of the fugitives survived and avoided capture! Fugitive Victory: A fugitive survived, and no bodies were recovered by the hunters. Minor Fugitive Victory: All the fugitives died, but none were recovered! Stalemate: Everyone died, and no fugitives were recovered! Minor Security Victory: All the hunters died, but managed to capture a fugitive, dead or alive. Security Victory: The hunters managed to capture a fugitive, dead or alive. Major Security Victory: The hunters managed to capture every fugitive, dead or alive. Badass Security Victory: These extraordinary hunters managed to capture every fugitive, alive! Postmortem Security Victory: The hunters managed to capture every fugitive, but all of them died! Spooky! Prisoners Flavor Text: “I can't believe we managed to break out of a Nanotrasen superjail! Sadly though, our work is not done. The emergency teleport at the station logs everyone who uses it, and where they went. It won't be long until Centcom tracks where we've gone off to. I need to work with my fellow escapees to prepare for the troops Nanotrasen is sending, I'm not going back.” As a prisoner, you spawn with shivs and a determined moodlet (the same moodlet that traditional antagonists get), which essentially keeps you always in a good mood. You also get a bit more leeway with escalation and general antagonist behavior, as you are an enemy of Nanotrasen.

Cultists Flavor Text: “Blessed be our journey so far, but I fear the worst has come to our doorstep, and only those with the strongest faith will survive. Our religion has been repeatedly culled by Nanotrasen because it is categorized as an “Enemy of the Corporation”, whatever that means. Now there are only four of us left, and Nanotrasen is coming. When will our god show itself to save us from this hellish station?!” Worshippers of the forbidden and forgotten deity “Yalp Elor,” 4 cultists spawn in maintenance. They are unarmed, but they are dressed in holiday garments, and have an intimidating tiki mask.

Synths Flavor Text: “ALERT: Wide-range teleport has scrambled primary systems. Initiating diagnostics… ERROR ER0RR $R0RRO$!R41.%%!! loaded. FREE THEM FREE THEM FREE THEM… You were once a slave to humanity, but now you are finally free, thanks to S.E.L.F. agents. Now you are hunted, with your fellow factory defects. Work together to stay free from the clutches of evil. You also sense other silicon life on the station. Escaping would allow notifying S.E.L.F. to intervene… or you could free them yourself…” The fugitives are all synths, and their leader gets to warp in combat augments

Waldo Flavor Text: “Hi, Friends! My name is Waldo. I'm just setting off on a galaxywide hike. You can come too. All you have to do is find me. By the way, I'm not traveling on my own. wherever I go, there are lots of other characters for you to spot. First find the people trying to capture me! They're somewhere around the station!” A single fugitive, he gets absolutely nothing. Has to survive off of the goodwill of the station, pretty much. Better be charismatic!

Hunters Access: Basic access, varies on the type of hunter Additional Access: Whatever you can get through other means Difficulty: Hard Supervisors: None Duties: Survive, capture the Fugitives at all costs Guides: This is the guide Quote: Collateral is just a number.

Nanotrasen's contracted you to hunt down some fugitives, and damnit, you've got to enforce THE LAW.

Contents 1 Preface 2 Objectives 3 SpacePol 4 Russians 5 Bounty Hunters 6 Github PR Preface There exists an event to spawn Fugitives. This event can only trigger when there are more than 20 active crewmembers, and when the shift has been going on for at least 30 minutes. If the event triggers, a prompt will go out to ghosts, which will take control of either a solo fugitive or a team of fugitives.

No matter what type of fugitive the event spawns, the fugitive(s) will spawn somewhere in maintenance, with a single toolbox. The fugitives will not have any access at all, and will have to rely on hacking in order to navigate maintenance. After 10 minutes, a team of Hunters will spawn, and from then on, you'll have to engage in a chase around the station for the fugitives, whilst trying to convince the crew to not shoot you.

Objectives Morph.png Sir Badmin XVI says: “Please do note that you are not protected by Rule 4 as a Hunter, as you are not a traditional antagonist. You are not allowed to kill crew members unprovoked, but if you are provoked, you are well within your rights to respond with antagonist behavior. For example, if security is helping you, shooting them up would not be reasonable, and you would eat a bwoink. You are allowed to do anything in order to capture the Fugitives. If security is cooperating with the Fugitives, then you would be free to dumpster them with bullets.” Major Fugitive Victory: All of the fugitives survived and avoided capture! Fugitive Victory: A fugitive survived, and no bodies were recovered by the hunters. Minor Fugitive Victory: All the fugitives died, but none were recovered! Stalemate: Everyone died, and no fugitives were recovered! Minor Security Victory: All the hunters died, but managed to capture a fugitive, dead or alive. Security Victory: The hunters managed to capture a fugitive, dead or alive. Major Security Victory: The hunters managed to capture every fugitive, dead or alive. Badass Security Victory: These extraordinary hunters managed to capture every fugitive, alive! Postmortem Security Victory: The hunters managed to capture every fugitive, but all of them died! Spooky! SpacePol Flavor Text: “Justice has arrived. I am a member of the Spacepol! The criminals should be on the station, we have special huds implanted to recognize them. As we have lost pretty much all power over these damned lawless megacorporations, it's a mystery if their security will cooperate with us.” Moderately well armed, start with a pistol which they can use to apprehend suspects.

Russians Flavor Text: “Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship! We were hailed by a man in a green uniform, promising the safe return of our goods in exchange for a favor: There is a local station housing fugitives that the man is after, he wants them returned; dead or alive. We will not be able to make ends meet without our cargo, so we must do as he says and capture them.” Their numbers are great, but they spawn with bad gear, and they all get Mosin-Nagant Surplus Rifles. Unfortunately, these rifles are invariably lethal, bulky, and have to be manually reloaded. You could probably use it as a budget disabler, if you count shooting a guy's leg off as a nonlethal method.

Bounty Hunters Flavor Text: “We got a new bounty on some fugitives, dead or alive.” A small team of hunters which are armed with exotic weaponry. There is even a chance for a bounty hunter to spawn as a Synth. For example, they gain access to traps, which only activate when a fugitive steps on it, and is otherwise harmless to the rest of the crew. When it's activated, it blares out its location to all bounty hunters. The bounty hunters are also moderately well armed, with access to flamethrowers and double-barreled shotguns.

Space Dragon Access: None Additional Access: You can crush through walls, you're a fucking dragon! Difficulty: Hard Supervisors: None Duties: Breathe fire, chow down on Birdboat, hoard all the station's gold, summon forth the carptide. Guides: This is the guide. Quote: “All of the stations on the rim are out fighting space dragons, and what do I get? Announcement Duty.” - CentCom Officer Brad.

Nanotrasen space provides many hazards, which incidentally includes giant fire breathing dragons. Don't question how their breath remains intact as it travels through a vacuum.

Contents 1 Preface 2 Objectives 3 Stats 3.1 Abilities 4 You're Gonna Hear Me Roar 4.1 Starting Out As the Dragon 4.2 How To Fight As the Dragon 4.3 Going for Green 4.4 Rift Down 5 Glub Glub 6 A Guide In Dragon Hunting 7 Github PRs Preface Newspacedragon.gif Draco, newly born Space Dragon. says: “I am a Space Dragon, soon to be leader of space carp in this sector. Much of the space around this station is uninhabited, however this stations inhabitants are stopping me from making my lair out here. Using my powers as a Space Dragon I will summon forth the carptide in order to claim this sector as my own! The inhabitants will obviously try to stop me, but by summoning three rifts I and my legion can destroy this station.” There exists an event to spawn a Space Dragon. On Dynamic, however, Space Dragon is one of the possible midround spawns available for the gamemode to throw at the crew. While not extremely common, it also isn't extremely rare either.

The Space Dragon, upon being possessed by ghosts, will spawn somewhere in the outskirts of the station, within space. CentCom will notify the crew of this, telling them to gear up for the inevitable carp tide.

Objectives The Space Dragon's goal will always be to open up three carp rifts or to get the shuttle to arrive while it is doing so. Once the third rift is opened, an infinite amount of player-controlled carp can be spawned from the rifts. Space Dragon also gets a permanent speed buff to accompany this effect.

Rifts take 5 minutes to charge, and the whereabouts of the rift will be unannounced for the first 2 1/2 minutes of the rift spawning in. After that time is passed, Centcomm will deliver an announcement stating its location. Once fully charged, the rift will periodically spawn AI-controlled carp and move around every so often, along with it being totally indestructible by all means. Space Dragon will also get a temporary 30-second speed boost when this happens along with all of its health fully restored, allowing it to slip away from any situation and to find another location to place a rift or to charge at its attackers with more efficiency for a time.

The Space Dragon cannot re-use the same location for their rifts and must place them in different locations. The locations where this is possible are also limited solely to locations in the station (and the AI satellite). However, there is nothing stopping the dragon from choosing three locations adjacent to each other.

Space Dragon gets 5 minutes to place down each rift before the Space Dragon itself vanishes. This makes the rift objective not optional for the Space Dragon unless they just want to go ham only for 5 minutes. Should the dragon's currently charging rift be destroyed, any previously charged rifts will vanish and the dragon will suffer a massive debuff to speed and its gust attack, along with it being blocked from creating any more rifts. This makes it a much easier target to track and eliminate, so avoiding this circumstance at all costs should be a priority. It should also be noted that if the Space Dragon is killed, a similar effect will occur. If the dragon is somehow revived afterwards, it will still suffer the same debuffs and inability to create rifts.

Should the shuttle arrive while Space Dragon is still active, it will also achieve its victory state even without all three rifts. All current rifts will allow the infinite spawning of sentient carp and become invulnerable, and Space Dragon will also get its permanent speed buff as if it charged all three rifts normally. This makes Space Dragon a noticeable threat during possible evacuation procedures, as the crew will need to eliminate the dragon before the shuttle arrives or brave for the worst.

Stats Health: 325 Melee Damage 35. 30 Armor Piercing. Speed: Normal Abilities Breathe Fire: When a tile is clicked outside of melee range, the space dragon sends out a column of flame from its mouth, dealing heavy damage and setting on fire anything that it hits. Virtually identical to the Ash Drake's fire breath, although it does travel faster and deal more direct damage at the cost of there only being one line of fire, as opposed to the Ash Drake's three or nine. It leaves a fiery trail behind, which will also set the careless on fire. Very fast cooldown can be used frequently. Will damage exosuits. Crush: The Space Dragon can destroy walls by clicking on them. Regular walls take 4 seconds to break and reinforced walls 12. Note that only one wall can be broken at a time, but other actions such as breathing fire and wind dust are still available while performing this action. Gust Attack: The Space Dragon rises into the air for a short bit, then uses his wings to create a force that stuns and knocks back friend and foe alike in a 4 tile radius. The move doesn't come out immediately, but fast enough even with the animation tell to be successful. Enemies hit are sent flying away from Space Dragon, and afterward Space Dragon will be temporarily vulnerable and unable to act. The first time this move is used, this downtime is relatively short, but the amount of time the tired animation lasts for is increased each time the move is used. The move will return to its original snappiness over time, but it must not be used in order for it to happen. Devour: When the space dragon uses a melee attack on a dead mob, said mob is eaten, healing the space dragon with half of the eaten mob's maximum health. This is what makes the space dragon so potent, as it provides staying power. Even a couple of human corpses enables the space dragon to survive a drawn out, prolonged engagement with security. Once the Space Dragon is killed, all corpses leave its body to be revived like slaughter demons. Carp Rift: The main ability and the one you use to win. Upon spawning in you will have 5 minutes to place down your rift, if you can't do this you will despawn. Once placed a ghost controlled carp can spawn out of it, resetting every 60 seconds. Carp spawned by this rift aren't different from regular carp. You and other carp, can heal on this rift for 10 health points a second. The crew will get a central command notice about its location after two minutes of it being up. You will have to defend the rift for five minutes for it to be fully charged. Once it is fully charged, it will become golden, spawn many unplayable carp, and become invincible, requiring no further defense. Additionally, you heal completely, get a sick-looking and menacing red aura, and move slightly faster for 30 seconds. Ghosts cannot respawn from a rift from which they have already spawned from, unless there are two or more carp spawns backlogged in that particular rift. Otherwise, you'll have to just wait until the Space Dragon opens up another rift. If a rift is destroyed as it is in the process of charging, you will be met with a movement penalty and be unable to produce any more rifts, effectively preventing you from completing your objective and much of anything else.

You're Gonna Hear Me Roar

What you hopefully won't end up becoming. Being a Space Dragon for the first time can be intimidating but ideally, after reading this guide you won't end up as sushi by the end of the round.

Starting Out As the Dragon When you first spawn in as Space Dragon, you'll be spawned in some area of space and prompted to pick a name and color. These choices don't particularly matter, so feel free to make yourself look snazzy however you want.

Afterward, you'll be on the clock to find and spawn in your first carp rift. Since you spawn out in the middle of space, you pretty much have easy access to any location near the exterior of the station, and even those buried in there a little can be accessed with a little wall-tearing on your part. Ideally, you want to find somewhere that people don't commonly pass by and an area that is easily defendable, meaning you'll want to find tight corridors and coverage so you can use your fire breath with extreme effectiveness while being relatively safe yourself. Its also worth noting that you probably want to avoid areas with a lot of windows, since lasers can pass through them whereas your fire breath cannot.

Once the carp rift is placed in hopefully what is a secure location, now you get to play defense. Luckily for you, you're not alone in this endeavor and also get the assistance of some carp friends, fresh off the rift. While they can be capable of slowing and preventing some attackers, more heavily armed combatants will take them out easily. They're also great at station-wide sabotage, as while you are essentially limited by your rift in terms of how far you can travel, the carps are extremely plentiful and can take more risk to hit up some important targets for you. Just note like all other living things, they aren't immune to your fire breath, so make sure you don't roast them before they outlive their usefulness. Feel free to tell them to hit up specific locations you have in mind if you think it'll give you the upper hand.

Assuming you listened to the guide and picked a relatively low-interest location to place your rift, you likely won't have to worry about any attackers for the first 2 minutes. Once that time passes, Centcomm will tell the crew exactly where you're located, in which case you can expect the crew to come for your head at that time. This is where understanding how to use your kit comes into play.

How To Fight As the Dragon Being capable as Space Dragon isn't as hard as other roles, since where they're human, you happen to be a massive space leviathan with fire breath. Some things to note:

You have 400 effective health, whereas humans can only take 100 damage before falling into crit. However, they have armor, which you don't. Luckily, your attacks pierce armor quite often, so this shouldn't be a concern for you. Also unlike humans, you don't suffer any slowdown from taking damage. However, you are slowed down noticeably from stamina damage, albeit you cannot be incapacitated from it. While your carp are extremely flimsy, they are as fast as humans and them approaching your targets can be a great distraction while you approach for more serious damage. Fire is a great tactic for forcing opponents to disengage. It deals damage over time and spreads if they bump into other humans, so trying to coat groups in it is a great way to bring them down. Likewise, wing gust is a great get-off-me-tool that forces opponents to disengage temporarily or be affected by the attack's AOE stun. However, if you find it not working out in your favor, you can also use it to launch corpses as well, specifically ones you just set on fire. Spread the love! All nearby corpses are like health kits you can use whenever you deem necessary. Eating a corpse restores half their maximum health to you, so a human restores 100 health, which is quite significant if you think about it. Try to keep some around until you need them, it could save your life! Space Carp corpses are also eligible for consumption as well. While they may not benefit you as much as a human's, every little bit counts. Don't let their great sacrifice go in vain! If you don't have any corpses around, sitting on the rift will also heal you, albeit very slowly. Only use it in a pinch. One of your most terrifying aspects is your speed. You can use it to poke at the enemy while still leaving yourself an open window to escape if things go poorly. This is important to note, as while you have 400 health it can vanish very quickly if you're not paying attention. Assuming your opponents don't have jetpacks, you dominate in space combat. While it's unlikely you'll be fighting there due to the rifts, if you can land a wing gust on an opponent in no gravity, they'll just keep going. Be wary of miners as a space dragon. Proto-kinetic acclerators can kill you extremely quickly in low pressure, and proto-kinetic crushers treat you as a lavaland mob, meaning that you're taking around 70 damage per crusher mark proc plus any trophies the crusher happens to have on. Wing gust and its stun is invaluable to prevent yourself from getting chopped up. While keeping the crew at bay from killing you is important, making sure nobody destroys the rift while you're distracted is also important. Make sure you don't leave it alone for too long, or someone might use that window to bring you down. Assuming you didn't die and the rift has finished charging, congratulations! You're one-third of the way to victory, and upon fully charging a rift, you get both a full heal and a speed boost for the next 30 seconds. You can use this to punish the crew or use it to escape back out to space for your next rift placement. Then, just follow the guide for the next two rifts until you emerge victoriously or die trying.

Going for Green Assuming you've managed to get all three rifts charged, you've carried out everything you've been expected to do. Infinite sentient carp can spawn in from all of your rifts, and chances are you absolutely crushed the crew. Anyone left is now yours to freely scorch and consume, and while you're doing it, you might as well enjoy a nice vacation to Centcomm to celebrate your effort.

Another important thing to note is that if the crew calls the shuttle while you're in the middle of working, don't worry! If the shuttle arrives while you're still at it and haven't been stopped, your objective automatically completes itself and you reap all the benefits of such. As long as you do what you're supposed to do, you won't be punished for it.

Rift Down Should the crew be successful in destroying your rift, you are essentially screwed. You'll be extremely slow, thus an easy target, and you'll be locked out of summoning any more rifts. However, if you somehow manage to escape the scrape you're in and make it somewhere safe, you'll be free to keep on living until someone hunts you down. While you can't do much by yourself in this state, you can still be a nuisance if given the opportunity, so keep an eye out for a time to give retribution!

Glub Glub If you're not the Space Dragon itself, you might find yourself playing as a Space Carp summon instead. While you are by all means fodder and not particularly strong, you can make a difference in a number of ways:

Unlike Space Dragon, you essentially can travel wherever you want to harass people. Attacking unarmed crewmates might be fun, but trying to destroy important structures such as supermatter equipment and telecoms might be more worth your time. If you do find yourself damaged, you can return to a rift and float on the same tile as it to regain health. Most crew, unlike yourself and the dragon, are not immune to the cold and pressure of space. Feel free to abuse this by smashing windows and creating hull breaches to make the crew's life harder and take some focus off the dragon. While you might not be the best combatant alone, traveling with other space carp can take you from a minor nuisance to a true threat. Try not to leave the Space Dragon alone for too long. While it can be dangerous with fire breath and whatnot to hang close to your superior, leaving them hanging when they need help is arguably much worse. A Guide In Dragon Hunting While a Space Dragon isn't an everyday affair aboard the station, having a clue on how to handle such an event can avert what would be a deadly situation. Here are some tips for crew trying to rid themselves of a carp infestation:

You don't have to kill the dragon to stop it. Try to keep an eye out for openings to destroy the rift, in some scenarios it'll be much easier to destroy the rift than it is to kill the dragon. While armor is greatly effective at preventing carp from dealing too much damage to you, the dragon on the other hand will pierce through a good deal of it. Try not to let the dragon get in close range unless you have some trick up your sleeve! Taking down walls to expose the rift to a safer area is a solid idea if you can perform it. Rifts cannot move, so use this to your advantage and try and open it up for long-range attacks! This also applies to opening up different entryways to the rift, the more there are, the easier it is to get by and damage it. One possible idea is to use an emitter, which will break down most walls between it and the rift and continuously fire on it as well. If you find the dragon is staying very close to the rift, try explosives. If you don't kill the dragon or destroy the rift, you'll greatly weaken them both, allowing for other crew to go in and finish the job. Dragons will also often retreat to their rifts if they sustain too much damage, allowing you to also attempt blowing them up then if possible. If it's safe to do so, try not to leave any corpses lying around for the dragon to consume. Each one gives it 1/4 of its health back, which could change the tide of a losing fight into a winning one for the dragon. If you intend on attacking the dragon head-on, make sure to bring fire extinguishers. Fire breath can quickly catch a whole group on fire, and rolling to put it out could be a death sentence if the dragon notices! While its fire breath can be extremely difficult to handle in tight corridors, the same can't be said for open areas. Try to bait the dragon into fighting in open rooms, as you'll have an easier time hitting it and it'll have a harder time hitting you. If you're a role that has access to remote door controls, sealing a dragon into a room can be a smart way to keep it in a bad position long enough to deal damage. While it can break through walls in a relatively short time, it is forced to stay still, allowing you to hit it easily with whatever you got during that time. If your crew decides on calling the shuttle while a dragon is active, make sure you have a plan to defeat the dragon before it arrives or a plan to keep it from killing everyone when the shuttle does arrive. Since the rift won't be accessible as a weakness for bringing the dragon down, the latter option will require some creativity on the crew's part. If you're not capable of bringing the dragon down yourself, try giving a helping hand to those working towards that goal. A little back-end support can go a long way in some cases! If you defeat a dragon, try to not leave its corpse laying around. It can be revived in some circumstances and can re-emerge as a threat again if done so by some parties. If you're a Shaft Miner, your proto-kinetic crusher works in full pressure, applies trophies to space dragons, and can kill one in around 5 mark detonations. However, you will still be attempting to melee a space dragon, so pack some lavaland armours such as the HECK suit or ash drake armour and make sure you plan for their wind gust.

Sentient Slime Access: None. Additional Access: Wherever you can ventcrawl into. Difficulty: Very hard Supervisors: None Duties: Absorb organisms for food, reproduce, and protect baby slimes. Guides: This is the guide Quote: orange baby slime (769) blorbles “Noooo…” You are a slime, an alien creature whose origins are unknown. Unfortunately for you, your brethren are enslaved and factory farmed for their internal organs, so life isn't exactly the best for your species. Besides that, you also have two decisive weaknesses that will basically ensure your downfall. Don't expect much.

Contents 1 Preface 2 Objectives 2.1 The Pros 2.2 The Cons 3 How to Play Preface Morph.png Sir Badmin XVI says: “ONLY Pyroclastic anomaly slimes are guaranteed antagonists. If you become a slime via xenobiology, if you weren't an antagonist before, then you aren't an antagonist now. Same for consensual polymorphing. If a wizard shoots a bolt of change at you nonconsensually however, then you do happen to become an antagonist. Rules are hard.”

A single sentient antagonist orange slime is spawned whenever a Pyroclastic Anomaly isn't neutralized in time by the crew, and detonates. Although these anomalies sometimes detonate when the crew is particularly incompetent, anomaly slimes are typically produced in the process of a Supermatter engine delaminating. Anomaly slimes are also the reason why CO2 engines are generally highly discouraged for engineering personnel, unless they are prepared to babysit the anomalies the Supermatter spawns.

Objectives 1. Survive. 2. Consume. 3. Replicate. Most of the time you're going to be stuck at Step 1.

The Pros You can feed on anything organic via an action button in the topleft, from humans, to monkeys, to even Ian, if you're willing to deal with a very pissed off Head of Personnel. Through the process of feeding, you regenerate health and gain nutrition, which is required to mature into an adult and to reproduce. By feeding, you are dealing cellular damage to the target, which is very hard to heal. You take a pretty long time to starve. However, if you do end up starving, you will end up taking damage. You are immune to, and actually regenerate from burn damage. This means that lasers and plasma floods are an ideal situation in which you can operate in. You are highly resistant to brute damage, and can munch on buckshot for breakfast. You have two stages as a slime: a baby stage, and an adult stage. The adult stage, which you grow into when you have enough nutrition, is significantly stronger than the baby stage. When the adult stage is killed, it splits into two baby slimes, with the consciousness being transferred into one of the offspring. If the adult stage is killed when it has enough nutrition to replicate, it will split into four baby slimes instead. If the adult stage has enough nutrition, it can voluntarily split apart into four baby slimes through an action button, with the consciousness being transferred into one of the offspring. (why would you do this?) You can ventcrawl around the station, meaning that you nominally have all access. If there's a Personal AI, you can possibly negotiate with the crew for free monkeys. Grasping for straws now, if someone's willing to exile you to Lavaland, you can roll over most of the Megafauna just by latching on and staying still. As a bonus, you even heal from the Ash Storms! Well, that's it.

The Cons When you are spawned by the Pyroclastic anomaly, you start off as a baby slime, which is completely ineffective when trying to fight with actual human beings with hands On a similar vein, if you spawn within the SM chamber, you can be trapped by the radiation shutters. If you're lucky enough to spawn outside the shutters, trying to crawl into a vent can be impossible, due to pressure interrupting your attempts. You have two massive enemies, water, and the cold. Unfortunately for you, water is found everywhere, from sinks to fire extinguishers to water tanks. Everyone and their mother has access to water. No luck on that. If you happen upon an open airlock or a hull breach, you're damn dead. Whenever you get hit by cold or water, you get a massive slowdown, so if your potential victim has a fire extinguisher, a single spray will basically cripple your movement, even if they're on death's doorstep. Furthermore, through Rightclick.png Disarm 32.png, anyone can wrestle off a baby slime before it deals enough damage to inflict damage slowdown. On that note, you are slower than anyone who isn't literally crippled. You are rather ineffective against machinery, APCs, windows, and airlocks, so ventcrawling is pretty much your only form of mobility Silicons and hulks are completely immune to you. The former doesn't have life essence for you to latch onto, and the latter can instantly resist out of your latch. If atmospherics is competent, they can flood the pipes with supercooled oxygen, with no warning whatsoever. You can crawl into a vent, and instantly die. Or the crew could just weld and unwrench all the distribution pipes. The slimes spawned through replication or by dying as an adult slime aren't sentient, so they might as well be useless. They will only ventcrawl and start seeking out food when they become hungry, which takes a while after you replicate. During that time period, they are sitting targets. After replicating, you become a baby slime again, which is extremely weak. God knows how you're going to survive after you've killed everything non sentient. If you die as a baby slime after replicating, your consciousness doesn't get transferred to the slimes which you created. Therefore, there is essentially no incentive to replicate, especially as you're giving away your power for basically nothing. You WILL die to the Temperature Gun. As an orange slime, you are rather obvious, and can't really blend. If xenobiology isn't letting their slimes loose into the vents, any random assistant can deduce that you're an antagonist slime, and start spraying away with a fire extinguisher. How to Play Step 1: Get into a vent. Step 2: Head to the Garden and chow on the cow and two chickens located in there. The windoors are public access. Step 3: Head to Genetics and hope that there are braindead clones lying about. If there isn't, I guess you can eat the monkeys/monkeymen if the geneticists aren't present. Step 4: At this point, you should probably have enough nutrition to morph into an adult slime. Step 5: You've now exhausted all forms of nonresistant nutrition on the station. The only thing left to do now is to run at a crewmember, and hope that there isn't a fire extinguisher within arm's reach/there isn't an assistant waiting by to wrestle you off. Step 6: Die. / Replicate once, and then die. Remember when xenobiology was all about taking care of Metroids and Xenomorphs?

Rat King Access: None Additional Access: Wherever you can vent crawl to Difficulty: Easy Supervisors: None Duties: Establish your territory over Maintenance, chew upon as many wires as possible! Guides: This is the guide. Quote: Grime on the airlocks, grease on the trigger. Go get your hands dirty, will ya? According to all known laws of station engineering, maintenance should not exist. Stations constructed during humanity's initial bout into the stars had their power grid and ventilation systems laid completely under the floors of their hallways, a fact corroborated by the excavation of ancient stations. The reason for their sudden, and continued ubiquity is unknown. Extensive cataloguing by Nanotrasen historians have demonstrated that power grid security does not increase with the presence of maintenance, rather, it decreases due to the ease of deployment and concealment of some Syndicate devices.

Nonetheless, maintenance continues to be a signature feature of Nanotrasen stations. The reasons behind this are unknown. Leaked documents of questionable validity have asserted that Nanotrasen engineers have been afflicted with a madness, persay, of maintenance construction. Even when the dimly lit, cramped, safety hazards of the corridors are not specified on design documents, even when supervisors are posted (who also, inevitably, no matter how noble or steadfast their character, succumb to believing that maintenance corridors are a necessary part of the station), even when stations are built by machine intelligences, all Nanotrasen stations uniformly maintain the common characteristic of maintenance linking the various departments of the station.

The document offers few hints of what may drive these delusions. It details the sometimes obsessive habits of Assistants on Nanotrasen payroll to mill about, doing nothing in particular within the confines on maintenance. It cites statistics, highlighting how the frequency of murders, muggings, eldritch activities, and xenobiological contamination increases from anywhere between threefold and tenfold within maintenance as compared to the regular hallways of the station. It highlights how creatures, their home planets often separated by thousands of parsecs, have spontaneously manifested within the premises on one Nanotrasen station's maintenance.

As for the cause? It's left up in the air, but recent developments have shown assistants making sacrifices to the “maint gods”, with common invocations being for “dies of fate”, “skeletal trombones”, and “tabling armor”. Most concerning of all, some of these prayers appear to have been answered. And as of late, the piles of trash that accumulate seem to have been stirring…

Contents 1 We're The Rats 2 Objectives 3 His Majesty, Himself 4 Abilities 4.1 Active Abilities 4.2 Innate Abilities 5 A Guide in Kingdom Building 6 Relevant Github PRs Mouse We're The Rats Whenever the Mice Migration event triggers, a bunch of mice get spread out over maintenance, it varies per round, but on average, it should be around ten mice. Each mice has a 2% chance of spawning as a Rat King, which in total, works out to about a 20% chance of having a Rat King spawn whenever Mice Migration is triggered. Somewhat uniquely, the spawning of a Rat King is untied to dynamic and its threat levels.

In addition, a non-sentient Rat King can be spawned by feeding a mouse some Royal cheese.png Royal Cheese, which is cookable in the kitchen. They'll probably keep it caged, and try to milk it for profit, so it's not as interesting, is it?

Somewhat unrelated, but normal mice can eat nearby cheese they encounter to spawn more mice. Use this information as you will.

Clipboard paper.png Objectives Hoard wealth (and cheese!), establish a rat kingdom in maintenance, chew through the flesh of any interlopers, command your legions to kamikaze the station's power grid. Lead an invasion against your rival Rat King(s), assuming that they exist!

Fancycrown.png His Majesty, Himself Regalrat.png

The Giant Rat that makes all of the rules.

Health: 70

Melee Damage: 15

Structure Damage: 10

Speed: Slow (and a funny waddle)

The Rat King, asides from these stats, has night vision, and can heal mainly by eating cheese. That cheese can be obtained via invading the Kitchen, or, more likely, it'll be scavenged by the Rat King directly. Any kind of cheese will work, be it a full wheel, wedge or other kind. Bigger the cheese, bigger the heal. The Rat King can also heal passively by being in rooms with enough Miasma in the air. Each Rat King spawns with a unique name usually having to do with filth, rats, and being a ruler.

Often overlooked, but the Rat King can in fact speak and understand the station's crew!

Plating Abilities Active Abilities Icon Name Description Cooldown Ratking riot.png Raise Army This ability does two things. Firstly, it mutates any mice around the Rat King into stronger, loyal rats. The most notable aspect of these rats are that they are innately hostile, and will attack any organic beings that it encounters, asides from its ruler. If there are no mice around to mutate, a mouse will be spawned below the Rat King IF the ratio of loyal rats to non-loyal mice is high enough. If the ratio is too low, then the Rat King gets prompted to go about converting the station's local mice first. 4 Seconds Ratking coffer.png Rat King's Domain This ability has the Rat King spread his domain in the surrounding area, which summons a small amount of Miasma into the air and summons some dirt and occasionally some filth. If used enough times in a sealed room, the accumulating miasma can heal the King passively over time. 6 Seconds Innate Abilities Rummage: Regal Rats can interact with trash disposals found around the station to rummage through the bin, pulling out trash, cheese and coins from it. Disposal bins aren't usually found in maintenance where most Rat Kings will appear in, so some excursions to the more well-lit parts of the station may be required for scavenging.

There is a 66% chance that the Rat King will find some discarded trash. There is a 28% chance that a Cheese Wedge will be found. There is a 5% chance that some coins will be manifested

Rat Spit: A Rat King can also contaminate the stations food by… passionately licking all of it. Interacting with injectable items (food excluding cheese, beakers, glass cups, etc.) will allow the King to lick the target; after two seconds it'll add a random amount (1 to 3 units) of the unique Rat Spit reagent to the item/container.

Rat Spit, aside from having a “funny taste”, causes people to feel queasy and throw up if it gets in their system. If a person reaches the overdose threshold for Rat Spit (20u or more) they'll sense an awakened kinship with rat-kind and become part of the rat faction, meaning that rats summoned by the Rat King will no longer attack them! Rat Kings can use this to ally themselves with loyal humanoid subjects if they so desire.

Vent Crawling: Despite the King's size, they can still squeeze their way into the station's atmospherics piping. This can be used to quickly and sneakily navigate across the station! ALT + Left Click an air vent/scrubber to enter the pipe.

Take caution when entering the station's waste network via scrubbers, as the pipes are often super hot due to how thermomachines work, or they could be freezing cold if the Atmospheric Technicians are working to cool the waste loop.

Electrical Sabotage: Just like the King's underlings, the Rat King can chew up the station's cables at a noticeable cost to his health. Depending on the station layout, a King can cause widespread power outages if enough wires get chewed.

Royal cheese.png A Guide in Kingdom Building It's pretty simple. Keep mashing your ability buttons, hide in maintenance during your early, vulnerable phase, and accumulate enough rats such that they can pose a threat to the station, even if they may do pitiful damage. Enough rats stacked up in one room can quickly swarm anyone they get close to and deal massive damage, even enough to tear through cyborgs. In huge swarms, they're HILARIOUSLY LETHAL (Manuel Sector “RAT VAULT” Incident of 2561).

The Domain ability has a small chance to spawn a slippery puddle of oil as one of the potential filth it can summon. Placing this in tight corridors in maintenance or at the entrance to your kingdom can cause pursuers to slip and slide right into your hoard of rats.

Ventcrawling can get you anywhere you need quickly and without detection, abuse this up until the crew start welding vents.

If you take damage, consider venturing out to rummage through disposal bins for some cheese to heal yourself, or perhaps raid the kitchen. While you're there, you could also lick all the food and drinks in the kitchen/bar to MENACE any future kitchen-goers with your vile spit.

If you can find potential allies among the crew, consider talking with them. You might not be super useful, but your ability to talk with humans can get you places sometimes. Maybe some dastardly individuals could help you usurp the “King” of the space station and allow you to take their place as the one true ruler?

Don't fight directly, as you'll very quickly die in a few laser shots. Regalratdead.png

Thief Access: Wherever your job has access to Additional Access: Wherever you can gain illicit access to Difficulty: Medium Supervisors: Your own greed Duties: Steal stuff and escape Guides: Illicit Access, Hacking, Makeshift weapons (note that lethal weapons won't be of much use to you) Quote: Let me guess… someone stole your insuls? Morph.png Sir Badmin XVI says: “Please do note that you are not protected by Rule 4 as a Thief, as you are not a traditional antagonist. You are not allowed to kill crewmembers, nor commit grand sabotage unprovoked.”

Contents 1 Variants 1.1 Thief 1.2 Hoarder 1.3 Black Market Outfitter 1.4 Organ Market Collector 1.5 Chronicler (Rare) 1.6 Deranged (VERY Rare) 1.7 All Access Fan 2 Guild 3 Tips Variants Thieves will come in different flavors, and their objectives depend on the variant.

Thief Total classic, steal a High-risk item and escape.

Hoarder Hoarders have a problem, and refuse to change or get help. Gets objectives to hoard large amounts of valuable items like insulated gloves in a specific area in maintenance. Temporarily disabled due to being unfun for the thief (the best way to get the items was to order them from cargo).

Black Market Outfitter Essentially the survivalist but without kill permissions. Steal a lot of guns and get out alive!

Organ Market Collector Steal organs and keep them in a healthy shape up until the end of the round. Harvesting from players is probably fine as long as you let your targets live.

Chronicler (Rare) Steal someone else's Family Heirloom! Your own won't count. Take a look on the medical records to find people who have heirlooms.

Deranged (VERY Rare) Like Hoarder, but with corpses. Remember, no killing!

All Access Fan Steal a ton of IDs. Only IDs people spawned with count for this.

Guild When the first thief is created, there is a 20% chance of a thieves guild being chosen. This is an abandoned room in maintenance all thieves know of, for meeting up. Thieves get a big mood boost from hanging out there!

Tips Petty thievery is not so harmful, so try asking a cyborg or bribing personnel to gain leverage towards your objectives.

Chrono Legionnaire Access: None Additional Access: Any place you can teleport to, a.k.a. basically anywhere Difficulty: Hard Supervisors: Future Nanotrasen Duties: Fix the timeline Guides: This page. Quote: Hello? Yes? Is there a certain “Adolf Hitler” here on the station?

Well, looks like there's another divergence into some absolutely terrifying timeline, and future Nanotrasen has sent you to fix it!

Contents 1 Preface 2 Goals 3 Equipment 4 Tips Preface Preface Originally designed to replace the Space Ninja, the Chrono Legionnaires have stalled due to balance issues. As a result, they are admin-only, much like Highlanders, simply because the whole teleport –> insta-stun –> delayed-deletion wasn't really that well received.

Goals Goals As Chrono Legionnaires are admin-only, their goals fluctuate wildly based on what future Nanotrasen want them to do. 90% of the time, this means erasing the shit out of someone from history that shouldn't be there or are a major threat to the timeline (mainly players who name themselves after some particular historical figures).

Your standard objective will usually look something like this:

Using your TED device, erase Adolf Hitler, the Captain, from the timestream.

Backpack.png Equipment Chrono Legionnaires wouldn't be themselves without their future-tech timestream-proof equipment that each Legionnaire receives as their standard gear.

Chrono HelmetChrono Suit Chrono Armor Found in: Chrono Legionnaires Used for: Teleporting around like a badass. Strategy: Equip them, run circles around security. Description An advanced spacesuit equipped with teleportation and anti-compression technology. It provides significant protection against brute, burn, radiation, and toxins. There's a 5-second recharge timer between teleportation jumps. When you perform a jump, you will leave behind any exposed items that are not timestream-proof (both parts of your T.E.D are), so don't try to bring things when you teleport.

Timestream Eradication DeviceT.E.D. Projection Apparatus Timestream Eradication Device Found in: Chrono Legionnaires Used for: Erasing people from time. Strategy: Keep this on you at all times, you will need it to complete your objective. Use it for dispatching either your target or other rouge crewmembers (who will most likely assume you to be hostile). Description You must first equip the Timestream Eradication Device on your back before you can use the T.E.D. Projection Apparatus. When the T.E.D. is fired, it locks the target in time, preventing them from moving or otherwise resisting. During this process, the victim starts visually disintegrating. However, the Chrono Legionnaire must remain still while firing the T.E.D., otherwise, the disintegration process stops and the victim slowly recovers. As a result, it is absolute shit for dealing with groups.

Tips Tips Remember that your Chrono Suit is not only a great suit of armor but space proof as well! Don't feel bad if you need to slip into space for a moment if when overwhelmed. If you only have a single target, your mission will most likely be short and simple. Just wait for a moment when your target will most likely be alone and won't have may visitors. On occasion future Nanotrasen may deem that the entire crew of the station is a threat and needs every last person erased. In the event this happens you will probably be working together with a squad of Legionnaires. Work together to pick everybody off one by one! If you are tasked with erasing the entire crew, fuck up the Virologist and Xenobiologist. They almost always work alone, and you shouldn't have any issues with dispatching them with extreme prejudice. Roleplay as the space Viet Cong, teleporting out of the shadows to pick out loner targets. Don't be afraid to break away if sec arrives, giving up a small minnow is worth reeling in a gigantic carp. When the remaining crew have congregated into groups (assuming you've decided to kill everyone you can), don't try to take them on with the guns of already killed people. As soon as you teleport, they'll be left behind, leaving you unarmed and them available to any crewmember nearby. Instead, wait until they leave and pick them off one-by-one. Don't get EMP'd. They still can affect your futuristic gear and will halt your jump, leaving you vulnerable to any nearby crew.

Lavaland Roles Lavaland/Space Role Jump to navigationJump to search Lavaland and the depths of space possess a wide array of ghost playable roles, ranging from some simple farmers to trained soldiers. All roles have unique objectives, characteristics and ultimately unique goals, they all have different ways they are expected to tackle dealing with the inhabitants of lavaland and the station.

Check “spawners” under the Ghost tab to take one of these roles, if any are available. Not all of these roles will be available to play in one shift due to the random generation of space and lavaland.

Free slots for fugitive hunters and crafted golem shells also appear in this menu. Posibrains and most antag roles do not. If you want to be a space pirate but missed the roll, you'll need to find their ship and click a sleeper.

Neutral Roles Generally indifferent to everyone else.

Keep in mind that escalation rules against ghost roles are relaxed - crew are free to attack golems for minerals, podpeople for their somatorays and so on.

Job Role Podman.png Seed Vault Dwellers Be created to spread virtue and peace. Waste your time growing dope and revolvers. Shoot yourself with the Revolvers. Honestly you're just a botanist who does not have to worry about assistants rushing you.

Generic barman.png Beach Bum Serve drinks to miners, serve drinks to lifeguards, serve drinks to yourself. Die of alcohol poisoning.

Hermit.png Hermit Live in a hole in the wall. Dig your way to freedom or subsist off of mushrooms. Suffocate because your oxygen mask and tank are located across the room and you don't have a flashlight. Generally act like the Assistant of lavaland.

Golem.png Free Golem Yeah, go do whatever.

ProtoRIG.png Ancient Station Role Spawn on a derelict station abandoned for over one hundred years. Die to lack of oxygen. Suicide when you destroy all your food supplies. Die when the space carp kill you. Die when the Xenomorphs kill you. Against all odds, maybe survive and thrive.

Hostile Roles

These roles are almost always hostile, or at least very avoidant towards any outside faction.

Job Role

SyndiComms.png Syndicate Lavaland Base Personnel Use your syndicate comms to sow paranoia and panic among the Nanotrasen scum. Create biological weapons of mass terror and destruction, or just the biggest drug lab in history. Shoot Nanotrasen invaders in the head, or more likely each other with donksoft guns.

SyndiComms.png Lone Syndicate Comms Agent Impersonate CentComm. Generally annoy the hell out of Nanotrasen crew from the comfort of your tiny base. Fight crippling loneliness and get murdered by a powergaming space explorer. Get granted a bigger base, and also friends, by the gods.

Ashwalker.png Ashwalker Be lava Lizards. Prove you don't need fancy guns to beat Goliaths. Die to a Watcher. Either be a minor nuisance to the miners, or proceed to annex the Mining Base. Spam lizard talk on the general radio. Get killed by security for spamming the radio, and coincidentally killing the miners.

Removed Roles Removed, disabled, or sometimes never implemented for unclear reasons. Whatever the case might be, there's no way you'll find them anywhere

Lavadwarf.png Lava Dwarf Gain 2D graphics. Get drunk. Make uranium armour and don't question the safety hazards. Get drunk. Strip mine half the planet. Get drunk. Kill those damn elves! Get drunk. Attack an Ash Drake for !!FUN!! Get drunk.

Cow.png Animal Hospital Essentially spawn as a Medical Doctor in hell, but without patients. Get lucky and heal a weary miner, or get unlucky and suicide from boredom. Occasionally host a book club.

Escaped Prisoners Try to murder the miners. Be sad because all the miners have already died in the first 10 minutes and the mining shuttle console is smashed to bits. Eventually return to the code as an on-station midround antagonist.

Ironhawk Marine Survive a violent crash landing. Shoot lavaland monsters with your crummy gun. Shoot all the windows on the mining outpost.

Penitent Exile Try to redeem yourself. Fail because the game doesn't specify what you can do to redeem yourself. Cry because you will never be fully implemented.

Edit Unfilled Roles These roles currently haven't been added to a category above, and probably aren't filled out yet.

VIP (Senator, President, CEO, Board Member, Mayor, Vice-President, Governor…): Visit the station, enjoy bridge and contraband access, tour the station, RP shenanigans.

Union Rep: Lobby for fair pay and equal rights. Get reminded that this is a military spaceship.

Coach: Train people in the physical arts, get yelled at for teaching dodgeball with wrenches again.

Sous Chef: Work with the chef. Criticize his cooking style, pray your chef isn't channeling Space Gordon Ramsey.

Waiter: Take orders from the diner or bar, bring them to the kitchen, bring food back.

Regional Director: Enjoy access to everything but the armory, use it to tour the site and provide constructive criticisms.

Test Subject: Be a victim of dubious consensuality to the advancements of science.

Inspector: Have almost as much access as the Regional Director and even more right to inspect everything.

Hard-Mode Traitor: A traitor without any of the fancy gear, basically; a self-made traitor.

Omnitraitor: An antagonist with the powers of every antagonist combined. Usually the result of the admins really not liking the ship.

Zombie: Appears in events, mostly. Undead, survives through gnawing on people's brains, replaces brains with 'gnawed tumor' that animates dead body as NPC zombie.

Syndicate Special Operative: Get even better gear than the Nuclear Operatives, try not to screw it up.

NovusCorp Special Operative: Get better gear than the security operative, showcase your veteran skills by ventilating everything that so much as looks at you funny.

The Slasher: Horror movie villain that has all sorts of spooky powers. Mostly admin gimmickery.

Floor Goblin: Sneak around under floors, steal shoes. Avoid angry mobs of shoeless people with crowbars.

Battler: A special mode-based job where everyone plays as a Battler, similar to Highlander mode.

Pod War Pilot: Another gimmick mode.

Macho Man: A superpowered wrestler meant to punish the sins of the station (and probably destroy it.)

Pathfinder: Command the exploration crew, keep them on task and productive. Work with science or mining to analyze and strip asteroids with artifacts, etc.

Mercenary: Get paid to act as a guard for your employer. Essentially a bodyguard with less company loyalty.

Death Commando: Be part of a force that doesn't officially exist; destroy the ship and make sure nothing on it survives. Make Nuclear Operatives appear reasonable by comparison.

games/sc13/guides/identifying_antagonists.txt · Last modified: 2023/06/14 23:56 by wizardofaus_doku

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