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
Optical Meson Scanners 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).
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 station 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.
Never forget SS12. We all know of the Syndicate's evil motives. Being alert for terrorism is a duty for all. But how do you be an alert, aware, employee?
Unauthorized Equipment
Energy Swords, Crossbows, and hacked ID cards are all part of the Syndicate's arsenal. Report any illegal modifications of ID cards at once!
Spreading Dissent
Syndicate agents may spread lies and rumours to make you loose confidence in NT and your superiors. Report anyone attempting to bring NT into disrepute. This may be as simple as taking a jumpsuit from a Head, to fabricating stories of NT running illegal black-op Death Squads.
Revolutionaries
Under the guise of a "revolution" the Syndicate have brainwashed some poor employees into attempting a revolution! Despite all employees being well paid and in the safest working conditions in the known galaxy, they blame the Heads for the "dangers" of the station.
Beware anyone fermenting revolutionary thoughts, and report any sudden changes in personality. Security staff have methods of removing the brainwashing - don't fear!
Cult
While NT prides itself on the inclusive and tolerant workplaces it provides, recently some cults have been labelled as "Dangerous" by CentComm for practices such as blood sacrifice.
The following have been labelled as terrorist groups
Messa Rises, Galactic Gate, Any Nar-Sie related religious group, The Church of the Holy Steve Jobs, Scientology
Things to watch for
Runes written in blood, Speaking strange tongues, Promises of payment being returned 20% per year
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
Beware the Ling! Recent NT data has shown the Syndicate have begun hiring aliens capable of changing their appearance to that of anyone they have sucked the life out of! These aliens are able to survive almost any damage - so cut the head off and burn the body as soon as you can confirm it - or hand it over to those friendly folks at R&D!
Vampires
Creatures of unnatural powers have been sighted working for the Syndicate recently. They are reported to drain the blood of their victims and use that blood to fuel their powers. It's reported that they cripple very easily under the holy power of many religions and implore the station to look towards their resident Chaplain for aid.
Cortical Borer
A being which controls the minds of intelligent life and bends them to their will. They have no clear goal. Look for any sudden changes in behaviour.
Other than this, it's a completely unknown entity.