Identifying Antagonists
Template:Reference 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.
HAVING A MILITARY BACKSTORY OR ANYTHING SIMILAR DOES NOT OVERRULE ANY OF THESE
Syndicate Items
Syndicate items are purposefully hidden from the general public and from most NanoTrasen employees, which is necessary for the Syndicate to fully complete their tasks, and for NanoTrasen to keep their employees in line. These items are mostly considered contraband. Certain items however are identifiable to those with certain training.
Recognising an object does not mean you know it's from the Syndicate, 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.)
AI's are able to tell when obvious contraband is used though (e.g. Revolvers, energy swords, etc.) In keeping with conventions, AI's 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 for any suspicious objects.
Items
The following is a list of Syndicate 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.
Revolver & Ammo
Everyone knows that nobody outside of security should have a revolver, and everyone also knows they shouldn't be using lethal weapons on people.
Energy Crossbow
Everyone knows it's an illegal weapons, but not how it kills someone, unless they test it.
Energy Sword
While we still have the toy, everyone thinks it's that (although if it's on it looks slightly suspicious due to being a different colour), unless examined, or people start actually being killed by it, then it's completely illegal.
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 meant to have these. If it goes off you'd be able to tell that it screwed with a bunch of electronics, no matter what job you are.
Sleepy Pen
It's just a pen, if R&D take it apart they'd be able to ID it as a hypospray inside a pen.
Syndicate Soap
It's soap. Safety hazard if it's left lying around, you could probably arrest them on negligence for that.
Detomatix PDA Cartridge
Strange PDA cartridge, if you put it into your PDA you'd be able to notice the explode buttons, and from there it's pretty easy to use it to explode a PDA nobody's using. So identifyable by anyone if they investigate it.
Chameleon Jumpsuit
Just a jumpsuit, unless you see it changing, in which case that'd be pretty weird, and suspicious if it's to a department/head jumpsuit.
If you investigate it you'd be able to tell that it's not of NT origin, science are able to figure out (with investigation) that it can turn into other jumpsuits and also scan jumpsuits. After science investigates it security would know it's contraband.
No-Slip Syndicate Shoes
A pair of brown shoes with extra tread on the bottom, there's no real reason for these to be identifyable as illegal.
Agent ID card
Normal ID to most people. Normal to Heads unless they investigate it (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
An ordinary gas mask, until you talk with it on without an ID, or if you switch IDs infront of someone (or if they recognise a distinguishing feature that isn't on your head of that person, such as being the wrong gender), in which case (assuming you're talking) it would be recognisable as messing with your voice. Security know that it's illegal if they get a good look at it (i.e. in their hands), science know its purpose.
Thermal Imaging Glasses
Sunglasses until you put them on, then you'd be able to tell that they let you see people through walls, and that they're illegal.
Chameleon-Projector
An odd and suspicious device, security know it's illegal and science know it puts out a cloaking field etc.
Stamp Remover and Forger
It's looks like an eraser. There's no real reason to be suspicious of it.
Cryptographic Sequencer
Everyone can immediately see it's a modified ID card (and doing that is illegal), engineers and scientists would know that it would screw up electronics like in doors.
Hacktool
Modified door debugger, engineers can use it on a door to know it's highly illegal and for opening doors etc, everyone else just thinks it's pretty suspicious.
Fully Loaded Toolbox
It's an odd looking toolbox. That's it.
Traitor Radio Key
Ordinary radio key, until you put it in a radio, in which case you'd be able to know that it goes onto an unknown radio channel. Not illegal by itself, but anything on the radio might be.
Binary Translator Key
As above, except onto the silicon talk thing instead of an unknown radio channel.
Space Suit
It's a red space suit, you're not meant to have space suits without authorisation (which engineers have). People should not have space suits without EVA authorisation.
Hacked AI Upload Module
Everyone knows it's an upload board, and that it's been modified. That in itself is illegal and suspicious, but roboticists would be able to tell that it would slightly corrupt the AI's laws.
C-4
Everyone knows it's an explosive. And illegal.
Low Power Explosive Charge, with Detonator
It looks like a normal parcel, bar a few markings, so it's not too suspicious, but security can investigate to know it's a bomb.
The lighter portion looks like a normal lighter until you try to open it, then it looks a lot like a detonator in those spy movies, and really suspicious.
Powersink
Everyone knows it's not of NT origin, engineers know it's going to suck power out of the ship and is therefore illegal.
Singularity Beacon
Everyone knows it's not of NT origin, and looks pretty odd. Engineers and scientists know it's going to try to pull the singularity over to it.
Teleporter Circuit Board
Everyone can tell it's a circuitboard 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 circuitboard.
Freedom Implant, Compressed Matter Implant, Explosive Implant, Uplink Implant
Having an implant without it noted in medical records is suspicious, so it should be investigated.
Implanters aren't meant to be outside of medbay, so if one's just lying around that's worth investigating for security.
Syndie Balloon
It's just a balloon with an S on it.
The Syndicate
All staff may know the Syndicate as a dangerous organisation, working against NanoTrasen.
Security forces, such as Security Officers, Detectives, and Wardens have been briefed vaguely about Syndicate forces, but only as much as is detailed above in items.
All Heads of Staff have been briefed to the extent of the CentComm report.
Only the Captain or Head of Security have been given any detailed knowledge of the Syndicate. These people are REQUIRED to make the charge of Syndicate Collaboration viable.
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 his null rod 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 a known organisation, but it's members, methods, and dealings are not known by the crew.
Only Wizards which are outright hostile, or caught hampering the efforts of the station or NanoTrasen should be dealt with. Otherwise, careful observation is the standard practice.
AI Malfunction
AI's and Cyborgs are not normally known to malfunction.
With the exception of overwhelming evidence, outright declaration by the AI, or from the 'Hostile runtimes' message from CentCom, the AI and Cyborgs should not be presumed hostile.
Changeling
Changelings are not unknown, though no research or data has ever been collected from them. The threat they pose is also unknown.
It is highly likely that only research members would 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.
Meme
Memes are a completely unknown entity. No one has any knowledge about it. Even science staff would only have a theory as to how this lifeform could exist.
It is not normal, and would probably be quite distressing to come into contact with it.