Antagonist Guidelines: Difference between revisions
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|Abductors | |Abductors | ||
|Mechanics Only | | bgcolor = "red" | Mechanics Only | ||
| bgcolor = "green" | Adheres | | bgcolor = "green" | Adheres | ||
|Escalation-dependent | |Escalation-dependent | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Lone Infiltrators | |Lone Infiltrators | ||
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| bgcolor = "green" | Two-way Roleplay | | bgcolor = "green" | Two-way Roleplay | ||
|Escalation-dependent | |Escalation-dependent | ||
|No limits | | bgcolor = "red" | No limits | ||
|Department-based | |Department-based | ||
|- | |- | ||
|Rat Kings | |Rat Kings | ||
|Mechanics Only | | bgcolor = "red" | Mechanics Only | ||
| bgcolor = "green" | Adheres | | bgcolor = "green" | Adheres | ||
|No limits | | bgcolor = "red" | No limits | ||
|Department-based | |Department-based | ||
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| bgcolor = "green" | Two-way Roleplay | | bgcolor = "green" | Two-way Roleplay | ||
|Escalation-dependent | |Escalation-dependent | ||
|No limits | | bgcolor = "red" | No limits | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Nuclear Operatives | |Nuclear Operatives | ||
|Mechanics Only | | bgcolor = "red" | Mechanics Only | ||
|No limits | | bgcolor = "red" | No limits | ||
|No limits* | | bgcolor = "red" | No limits* | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Assault Operatives | |Assault Operatives | ||
|Mechanics Only | | bgcolor = "red" | Mechanics Only | ||
|No limits | | bgcolor = "red" | No limits | ||
|No limits* | | bgcolor = "red" | No limits* | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Space Dragon | |Space Dragon | ||
|Mechanics Only | | bgcolor = "red" | Mechanics Only | ||
|No limits | | bgcolor = "red" | No limits | ||
|No limits | | bgcolor = "red" | No limits | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Blob | |Blob | ||
|Mechanics Only | | bgcolor = "red" | Mechanics Only | ||
|No limits | | bgcolor = "red" | No limits | ||
|No limits* | | bgcolor = "red" | No limits* | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Wireweed Converts | |Wireweed Converts | ||
|Mechanics Only | | bgcolor = "red" | Mechanics Only | ||
|No limits | | bgcolor = "red" | No limits | ||
|Do not round-remove** | |Do not round-remove** | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Spiders & Xenomorphs | |Spiders & Xenomorphs | ||
|Mechanics Only | | bgcolor = "red" | Mechanics Only | ||
| bgcolor = "green" | Adheres | | bgcolor = "green" | Adheres | ||
|No limits | | bgcolor = "red" | No limits | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Cultists | |Cultists | ||
| bgcolor = "green" | Two-way Roleplay | | bgcolor = "green" | Two-way Roleplay | ||
|No limits | | bgcolor = "red" | No limits | ||
|Do not round-remove** | |Do not round-remove** | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Revolutionaries | |Revolutionaries | ||
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| bgcolor = "green" | Adheres | | bgcolor = "green" | Adheres | ||
|Do not round-remove** | |Do not round-remove** | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Zombies (Any kind) | |Zombies (Any kind) | ||
|Mechanics Only | | bgcolor = "red" | Mechanics Only | ||
| bgcolor = "green" | Adheres | | bgcolor = "green" | Adheres | ||
|Do not round-remove** | |Do not round-remove** | ||
|All hands on deck | | bgcolor = "red" | All hands on deck | ||
|- | |- | ||
|Hypnosis Victims | |Hypnosis Victims |
Revision as of 21:16, 20 December 2024
Antagonists are naturally less restricted in their behavior and actions - it’s their job to create a disturbance, after all! But, just how much freedom are antagonists given? And, how can the crew respond to them? The answers to these questions lie ahead. Each antagonist has been given a placement on the Handling Table, listing which antagonists have exemptions from what rules.
Roleplay Level | Station Integrity Adherence | Round-Removal Acceptance | Non-Security Interference | |
---|---|---|---|---|
Traitors & Spies | Standard | Adheres | Do not round-remove | Security only |
Changelings | Standard | Adheres | Escalation-dependent | Department-based |
Heretics | Standard | Adheres | Escalation-dependent | Department-based |
Drifting Contractors | Two-way Roleplay | Adheres | Escalation-dependent* | Department-based |
Abductors | Mechanics Only | Adheres | Escalation-dependent | All hands on deck |
Lone Infiltrators | Two-way Roleplay | Escalation-dependent | Escalation-dependent* | Security only |
Space Ninjas | Two-way Roleplay | Escalation-dependent | Escalation-dependent | Security only |
Nightmares | Two-way Roleplay | Escalation-dependent | No limits | Department-based |
Rat Kings | Mechanics Only | Adheres | No limits | Department-based |
Space Wizards | Two-way Roleplay | Escalation-dependent | No limits | All hands on deck |
Nuclear Operatives | Mechanics Only | No limits | No limits* | All hands on deck |
Assault Operatives | Mechanics Only | No limits | No limits* | All hands on deck |
Space Dragon | Mechanics Only | No limits | No limits | All hands on deck |
Blob | Mechanics Only | No limits | No limits* | All hands on deck |
Wireweed Converts | Mechanics Only | No limits | Do not round-remove** | All hands on deck |
Spiders & Xenomorphs | Mechanics Only | Adheres | No limits | All hands on deck |
Cultists | Two-way Roleplay | No limits | Do not round-remove** | All hands on deck |
Revolutionaries | Two-way Roleplay | Adheres | Do not round-remove** | All hands on deck |
Zombies (Any kind) | Mechanics Only | Adheres | Do not round-remove** | All hands on deck |
Hypnosis Victims | Standard | Adheres | Do not round-remove** | Security only |
* These antagonists may be automatically destroyed upon death.
** These antagonists should be deconverted and healed.
Roleplay Level:
| bgcolor = "green" | Standard: These antagonists should be roleplayed as if they were non-antagonist crewmembers. You should expect the same from them.
Two-way Roleplay: Roleplay between these antagonists will be enforced if both players commence it. Roleplay is entirely optional, but proper steps must be taken to end roleplay once started. Roleplay of this type is protected from third-party interference.
Mechanics Only: You are not expected to roleplay with this antagonist. It will not be punished, but roleplay may end at any time, without warning - even if you’re typing.
Station Integrity Adherence:
Adheres: These antagonists must follow the Station Integrity Rule.
Escalation-dependent: These antagonists may ignore the Station Integrity Rule if they are pushed to by necessity or natural escalation.
No Limits: Push it to the limit, with no one left to stand in your way. You’ll never be safe while you’re still livin’~
Round-Removal Acceptance:
Do not round-remove: These antagonists should not be round-removed. Note: putting an antagonist in the morgue, or another type of corpse storage, is acceptable if they cannot be contained alive.
Escalation-dependent: These antagonists may be round-removed if their actions warrant, but they should be contained if possible.
No Limits: These antagonists may be round-removed without issue, based on their status alone.
Non-security Interference:
Security only: You may not interfere with this antagonist if they are not directly threatening you. Please note that critical items, such as the nuclear authentication disk or the research servers, are vital to the station and may be protected by any crew if necessary.
Department-based: You may interfere with this antagonist if they are in your department, even if you are not departmental security. Please note that this leeway goes both ways, and these antagonists may engage you if you spot them in your department.
All hands on deck: The very existence of these antagonists are a threat to your life. Treat them as such, lest you suffer their uncontrollable wrath.