Difference between revisions of "Identifying Antagonists"

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Colour changing clothing is popular in many nightclubs etc, but one that can mimic NT uniforms is clearly contraband and intended to infiltrate NT.
Colour changing clothing is popular in many nightclubs etc, but one that can mimic NT uniforms is clearly contraband and intended to infiltrate NT.


==== No-Slip Syndicate Shoes ====
==== No-Slip Syndicate Shoes ====

Revision as of 02:22, 6 August 2014

Template:Reference Due to confusion over how much knowledge people would have about various items and the various antagonists in a "light rp" server, the following is the rules concerning identifying antagonists.

This page is considered part of the Rules.

Syndicate Items

Syndicate items are purposefully taken from the general public to keep employees in line. These items are considered contraband if not illegal. Certain items, however, are easily identifiable as Syndicate technology.

Seeing any of these items does not necessarily mean the owner is a Syndicate. Ask first, accuse later.

AI and Cyborgs

The AI is only ever able to examine things and crew through a camera, making identification difficult. 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, however(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 by crew or situation.

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. .357 revolvers are over 500 years old and not unique to the Syndicate at all, but are not used by NT.

Energy Crossbow

Everyone knows it is an illegal weapon, most people would assume it is the toy version upon seeing it until further examination. Syndicate activity may be assumed. The Syndicate are not the only users of energy crossbows, but to obtain one general requires terrorist collaboration.

Energy Sword

Popularized by holo-vids, the Energy Sword is known as a favoured weapon of the Syndicate. It is not exclusive to the Syndicate, but is a highly illegal weapon, and generally indicates the owner intends to murder.

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. It is not exclusive to the Syndicate.

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 with SYNDIE written on it. Use common sense.

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. Identifiable 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.

Colour changing clothing is popular in many nightclubs etc, but one that can mimic NT uniforms is clearly contraband and intended to infiltrate NT.

No-Slip Syndicate Shoes

A pair of brown shoes with extra tread on the bottom, there's no real reason for these to be identifiable as illegal, may be confiscated or investigated further if found to protect from slipping.

Agent ID card

Normal ID to most people. Normal unless they investigate it (and have a reason to do so), in which case it's an illegally modified ID card. Fake ID is popular among many lowlifes, but one that can copy NT ID codes is clearly Syndicate technology.

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. Not unique to the Syndicate, but their hidden nature makes them clearly espionage related.

Chameleon-Projector

An odd and suspicious device, security know it's illegal and science know it puts out a cloaking field etc. Not unique to the Syndicate.

Stamp Remover and Forger

It looks like an eraser. There's no real reason to be suspicious of it unless you see an assistant stamping everything with every single head's stamp.

Cryptographic Sequencer

Emags are one of the most well known pieces of Syndicate technology, and while many low-grade versions are popular among criminals, one capable of overriding NT codes is clearly produced by the Syndicate.

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 is a black and red toolbox. Not NT issue.

Traitor Radio Key

Ordinary radio key, until you put it in a radio, in which case you'd be able to know that it allows access to every radio channel. Illegal.

Binary Translator Key

As above, except onto the binary channel. The AI and any cyborgs would likely want the user apprehended. Illegal.

Space Suit

It's not an NT space suit. Unless proven to have been salvaged from the derelict, considered contraband, wearer considered possible Syndicate.

Hacked AI Upload Module

Everyone knows it's an upload board, and that it's been modified. That in itself is highly illegal and suspicious, and being capable of modifying NT AI's is clearly a Syndicate trick.

C-4

Everyone knows it's an explosive. And highly illegal. It does not prove Syndicate association, but possession implies terrorist intent.


Powersink

Everyone knows it's not of NT origin, and NT have made multiple safety briefings about these. They are a known Syndicate tactic.

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. This is clearly for use by terrorists.


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 or the brig, so if one's just lying around that's worth investigating for security.

Freedom and Grey Tide implants prove syndicate connections. Explosive implants prove terrorist intent. Compressed Matter Implants are contraband.

Syndie Balloon

It's a weird red balloon with a big "S" on it. Some more paranoid crewmembers might be a bit startled, otherwise you'll just look like an idiot. There is nothing illegal about 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 an organization known to terrorize innocent stations, particularly NT.

Officially they are an enemy of NT. Command staff are to treat them as hostile agents unless authorised by CC to engage in diplomacy.

AI Malfunction

AI's and Cyborgs are not normally known to malfunction. However, many, many reports, rumours, and movies have shown them to, and it is known they can be subverted.

It is known APCs turn dark blue if subverted, however this is not proof the AI is rogue, it is merely proof that the APC has been subverted - this can be done by Space Ninjas, Emags, and other things.

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

Haemophilic Bluespace Entities (Known as Vampires) are a recent phenomena, that has caused much controversy in NT stations and throughout the colonies. NT has been working hard to research this phenomena, and our legal teams have worked with Magistrates to address the legal and employment positions of them.

Their psychosomatic reactions to the bluespace properties of holy-water and starlight is dangerous to them, and safety regulations should be obeyed.

NT has worked with many governments to provide safe havens for vampires being hunted for their nature, however it is believed that many of them are working with the Syndicate.

1: It is not illegal to be a Vampire.

2: Any Vampire may be suspected as a Syndicate agent.

3: Any NT employee who is a Vampire must reveal their nature.

4: Any Vampire is prohibited from holding a Command position with NT.

5: Any Vampire aboard an NT vessel is to be outfitted with a tracking implant.

6: Any Vampire aboard an NT vessel may be held indefintaly if Command staff believe they are a possible threat to crew.

7: Any Vampire who does not reveal their nature is to be held as a suspected terrorist.

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.

Although understandably killed on sight, the reason they are on-board and their reasons for taking control of crew are unknown.