Difference between revisions of "Identifying Antagonists"

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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.
{{JobSecurity}}
The following can all be assumed IC knowledge. Nanotrasen briefs crew members on all major antagonists. All personnel employed by NT can be assumed to know at least this much about them.


This page is considered part of the [[Rules]].
Metagaming rules still apply - asking a vampire to punch someone in the head to see if they bite or not is clearly metagaming, for instance.


== Syndicate Items ==
== '''[[The Syndicate]]''' [[File:Syndiflag.png|32px]]==
The Syndicate is a conglomerate of space pirates and other corporate entities that are opposed to Nanotrasen, seeking to halt NT's progress by any means.


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.
The Syndicate employs a variety of operatives, each unique in both the methodology and equipment they typically use.


'''Seeing any of these items does not necessarily mean the owner is a Syndicate. Ask first, accuse later.'''
=== [[Changeling|Changelings]] [[File:Changeling32.gif]]===
Changelings are an adaptive organism that can assume the form of any person who they've sampled the DNA of. They are commonly hired and employed by the Syndicate and are capable of mentally communicating and coordinating with other changelings via some form of hivemind.  


=== AI and Cyborgs ===
Changelings can often be recognized by their ability to morph parts of their body into useful tools such as blades or shields, as well as the capability of stinging and injecting crew members with dangerous or hallucinogenic chemicals. Changelings are also capable of reviving themselves posthumously. A corpse suddenly coming back to life is a key indicator you are dealing with a changeling.
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.
Every changeling has a proboscis through which they drain the fluids from their victims. While a changeling's proboscis is a useful identifier, if you have seen it you are likely soon to be dead.


Cyborgs follow the same rules as their human counterparts, but can ask the AI for any suspicious objects.
=== [[Traitor|Syndicate Operatives/Traitors]] [[File:Emag.png|32px]]===
Syndicate operatives or traitors are standard NT crew members who have been subverted, often through bribery or intimidation.


=== Items ===
Traitors utilize a variety of strategies from the innocuous to the devastating, and are commonly recognized by their typical use of devices such as PDA bombs (detomatix cartridges), cryptographic sequencers (emags), energy swords and handguns.
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 ====
While syndicate operatives or traitors are not immediately identifiable unless they are actively causing chaos, they typically display suspicious or aberrant behaviour.  
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 ====
=== [[Nuclear Agent|Nuclear Strike Teams/Nuclear Operatives]] [[File:Syndicate.png|32px]]===
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.
Nuclear strike teams or nuclear operatives are syndicate mercenaries and pirates employed and equipped with the sole purpose of detonating a nuclear warhead aboard a Nanotrasen facility. Their experience ranges from highly skilled professional operators to space hobos who just need a job for the weekend.


==== Energy Sword ====
They are immediately recognizable by their signature blood red or black hardsuits as well as their propensity for murdering everything in sight, including themselves, in pursuit of their objective. As these operatives are ruthless and commonly equipped with explosive implants, crew members are not advised to try and detain members of a nuclear strike team.
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 ====
While often equipped with a variety of heavy duty hardware, from shotguns to snipers to light machine guns, nuclear operatives are also known to occasionally infiltrate NT facilities via stealth operations.
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 ====
== '''[[Wizard|The Wizards Federation]]''' [[File:Wizard.png|32px]]==
It's just a pen, if R&D take it apart they'd be able to ID it as a hypospray inside a pen.
The Wizard's Federation is a mysterious group known to employ an eclectic group of individuals who practice a form "magic" formally recognized as bluespace manipulation.


==== Syndicate Soap ====
They are well-known for causing widespread chaos aboard Nanotrasen stations via their abilities, often assaulting the station with no clear goal other than to cause mayhem.


It's soap with SYNDIE written on it. Use common sense.
=== The Lone Wizard [[File:Scroll5.png|32px]]===
Wizards are immediately recognizable via their long flowing robes, their penchant for silly hats, and their enjoyment of violently murdering anyone unfortunate enough to be in the general proximity of them.


==== Detomatix PDA Cartridge ====
Some wizards are also capable of transmuting their consciousness into the body of another to effectively disguising themselves among the crew. In these instances you should be on the alert for any suspicious behaviour. A disguised wizard can still generally be identified by the trail of bodies they leave behind them.


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.
=== An Overabundance of Magical Phenomenon [[File:Godstaff blue.png]]===
Occasionally members of the Wizards Federation have been known to assault the station relentlessly or even enmasse, sending multiple wizards to a single Nanotrasen facility.


==== Chameleon Jumpsuit ====
In this instance wizards are generally recognizable by being the only people aboard the station not screaming, begging for their lives, or burning to death on the floor.
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.
== '''[[Cultist|Practitioners of the Occult]]''' [[File:Cultist.png|32px]]==
While the Chaplain leads the charge in providing Nanotrasen staff with acceptable belief systems and practices, there are those who serve a darker calling.


==== No-Slip Syndicate Shoes ====
Whether driven mad by their lust for power or via the corruption of a eldritch bluespace entity, practitioners of the occult - or "cultists" - will do anything in their power to forcibly convert non-believers; corrupting their minds with the ultimate goal of either bringing their "god" into this world, or spreading their influence further.
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 ====
=== The Cult of Nar'Sie [[File:Narsai.png|32px]]===
Perhaps the most dangerous of any cult aboard the station, cultists of Nar'Sie are generally secretive. They can most often be recognized via their love of blood runes, sacrifice, book-club sessions, as well as the abduction of their fellow crew members. Like members of any cult, followers of Nar'Sie will shout archaic praises to their deity when they ingest holy water.


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.
=== The Cult of Pyr'kus [[File:Pyrkus.png|32px]]===
Followers of an ancient being of fire, cultists of Pyr'kus want little more than to see the world set ablaze in honour of their god. Unlike members of the cult of Nar'Sie, Pyr'kus cultists draw their runes in ash and fire and make heavy use of flame motifs. Chanting about their appreciation for fire and a devout love for arson may be signifiers that someone is a cultist of Pyr'kus.


==== Voice Changer ====
=== The Cult of The Reaper [[File:Scythe.png|32px]]===
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.
Chiefly concerned with the slaughter of all living things aboard the station, members of The Cult of The Reaper are known for their violent and often homicidal tendencies. Whilst not particularly different in their function and organization from the Cult of Nar'Sie, cultists of The Reaper can often be recognized via their love for slathering the station walls and floors with blood.


==== Thermal Imaging Glasses ====
== '''[[Revolution|Revolutionaries]]''' [[File:Generic cargo.png|32px]]==
Revolutionaries are mutinous groups of individuals who attempt to overthrow the established command of Nanotrasen facilities through violent uprising.


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.
=== Identifying Revolutionaries ===
A key sign of revolutionaries are groups of crew members from various, unrelated departments hanging out in large uncoordinated mobs demanding either higher pay or actively attempting to murder the heads of staff. Often only a few members of these groups will be truly be in charge, making use of a handheld flash to convert others to their cause.


==== Chameleon-Projector ====
Head revolutionaries can be recognized via their mental resilience to mindshield implants and their love of using their flash on random people in the hallway.


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.
== '''[[Malfunctioning AI]]''' [[File:Malf_AI.gif|32px]]==
While AI's are a useful tool designed to help manage and run Nanotrasen facilities, they are occasionally prone to errors.


==== Stamp Remover and Forger ====
A malfunctioning AI is an AI which has not been actively subverted, but has encountered an error which has interfered with the proper operation of its Law Manager subsystem.


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.
=== Identifying a Malfunctioning AI ===
Malfunctioning AI's can be identified by the presence of multiple unhacked electrocuted doors, your coworker being crushed in an airlock, the station cyborgs beating people to death, or the air suddenly being siphoned out of the room you're presently standing in. If the doors to your department have been suddenly bolted and you're having a hard time breathing, this is a surefire identifier that the AI is malfunctioning.


==== Cryptographic Sequencer ====
== '''[[Blob]]''' [[File:Blob_core.gif|32px]]==
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.
A blob is a malignant entity which utilizes organic hosts in order to propagate its own existence, often infecting vermin aboard NT vessels with its spores in order to do so.


==== Hacktool ====
=== Identifying Blobs ===
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.
Blobs can commonly be identified from afar by a sizzling popping sound, or a retching vomit-like noise. Key identifiers of blobs are long dendretic channels of blobby goo filling the corridors along with the presence of spores or even blobbernauts.


==== Fully Loaded Toolbox ====
=== Blob Spores [[File:Blob spore.png|32px]]===
It is a black and red toolbox. Not NT issue.
Spores are the primary means by which a blob defends itself outside of its natural expansion. Spores can be identified via their ability to drift through the air and their relentless, unceasing attacks against any organism that approaches their master host. Spores have also been known to re-animate corpses, taking control of deceased crew members and forcing them to attack the living.


==== Traitor Radio Key ====
=== Blobbernauts [[File:Blobbernaut.png|32px]]===
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.
Blobbernauts can be recognized by both their shape and size, consisting of large two-armed masses capable of destroying walls and crushing bone. They are often relentless in their protection of their master host, stopping only when they've been destroyed or every organic in their sight is dead or dying.


==== Binary Translator Key ====
== '''[[Vampire|Vampires]]''' [[File:Vampire.png|32px]]==
As above, except onto the binary channel. The AI and any cyborgs would likely want the user apprehended. Illegal.
Vampires are individuals who have exchanged liberty and self-determination for unholy power. Their goals are as mysterious as their origins.


==== Space Suit ====
=== Identifying Vampires ===
It's not an NT space suit. Unless proven to have been salvaged from the derelict, considered contraband, wearer considered possible Syndicate.
Vampires are recognizable often by their ability to stun victims by glaring at them and their eternal thirst for blood. Vampires are capable of performing unnatural and extraordinary feats, including (but not limited to): moving instantaneously, prying open secure airlocks with their bare hands, and melting into sapient puddles of blood. They can also be recognized via their aversion to space, holy water, the chapel, and their mortal fear of fire.


==== Hacked AI Upload Module ====
== '''[[Abductor|Abductors]]''' [[File:Abductor.png|32px]]==
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.
Abductors are agents of unknown origin who appear to be genetically superior relatives of the Grey species who commonly find work aboard Nanotrasen vessels.


==== C-4 ====
Employing a variety of methods and advanced technology, abductors - as their name suggests - are responsible for a variety of abductions and unethical experiments performed on NT personnel.
Everyone knows it's an explosive. And highly illegal. It does not prove Syndicate association, but possession implies terrorist intent.


=== Identifying Abductors ===
Abductors can be identified by their inability to communicate and silly looking helmets. While abductors are capable of disguising themselves, their digital camouflage doesn't hold up to close scrutiny which is one of the key methods of identifying them. Though their true goals are unknown, reports indicate that they are chiefly interested on the dissection of the human body and the implantation of psuedo-organs. They are known to use a wide range of highly advanced technological equipment, their presence generally only known after their first surgical victim has been sent back to station.


==== Powersink ====
Suddenly being stunned, cuffed, teleported, and strapped to a surgical table are a few of the signs that there may be abductors operating aboard your station.
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 ====
== '''[[Xenomorph|Xenomorphs]]''' [[File:Alien.png|32px]]==
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.
Xenomorphs are apex predators that rely on organic hosts, infesting them in order to proliferate their kind throughout the galaxy. While extensive studies have been performed, their origin is unknown.


=== Identifying Xenomorphs ===
Xenomorphs can be identified via their purple carapaces and unusual body shape, along with their love for murdering and infesting everything in sight. Purple resin sprawling across the floor and the agonized screams of your crewmembers are good indicators of a xenomorph infestation.


==== Freedom Implant, Compressed Matter Implant, Explosive Implant, Uplink Implant ====
=== Xenomorphs Queens [[File:Xeno queen.png|32px]]===
Having an implant without it noted in medical records is suspicious, so it should be investigated.
Queens are chiefly responsible for infesting organic hosts with their progeny and either expanding on an existing hive or starting a new one. They are large, slow, and dangerous. Another hallmark of a xenomorph queen is her inability to crawl through vents.


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.  
=== Xenomorph Hunters [[File:Xeno hunter.png|32px]]===
Hunters are the most commonly encountered form of xenomorph, able to move at lightning fast speed and capable of pinning and dragging away unfortunate crew members. They can be recognized via their ability to pounce and their propensity for viciously clawing and stunning everything in sight.


Freedom and Grey Tide implants prove syndicate connections. Explosive implants prove terrorist intent. Compressed Matter Implants are contraband.
=== Xenomorph Sentinels [[File:Xeno sentinel.png|32px]]===
Sentinels are the least commonly encountered xenomorph. Recognizable by the bright markings on their head, they are usually found in the vicinity of hives. They are notable for their ability to spit neurotoxin and melt airlocks and walls with powerful acid.


=== Syndie Balloon ===
=== Xenomorph Drones [[File:Xeno drone.png|32px]]===
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.
Drones are the precursor stage to Queens. Whilst they share many similarities with Queens, they are notably faster than them and are capable of crawling through vents.


== The Syndicate ==
== '''[[Terror Spider|Terror Spiders]]''' [[File:Terror_white.png|32px]]==
All staff may know the Syndicate as a dangerous organisation, working against NanoTrasen.
Terror Spiders are the result of a Syndicate experiment that combined spider and Xenomorph DNA. At some point it is believed they escaped containment,or purposely released, and occasionally find their way aboard an NT facility and subsequently infest it.


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?
=== Identifying Terror Spiders ===
 
Terror spiders can be immediately recognized by their size along with their unusual colouration. Key identifiers of terror spiders are that a spider is presently drinking your blood, eggs have been laid in your chest cavity, your workplace is suddenly covered in webs, or your arachnophobic coworker is now crying in the corner.
===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.

Latest revision as of 01:59, 4 December 2023

This page needs to be rewritten
REASON:
Awful formatting, this page could be much better.
Security Department


The following can all be assumed IC knowledge. Nanotrasen briefs crew members on all major antagonists. All personnel employed by NT can be assumed to know at least this much about them.

Metagaming rules still apply - asking a vampire to punch someone in the head to see if they bite or not is clearly metagaming, for instance.

The Syndicate Syndiflag.png

The Syndicate is a conglomerate of space pirates and other corporate entities that are opposed to Nanotrasen, seeking to halt NT's progress by any means.

The Syndicate employs a variety of operatives, each unique in both the methodology and equipment they typically use.

Changelings Changeling32.gif

Changelings are an adaptive organism that can assume the form of any person who they've sampled the DNA of. They are commonly hired and employed by the Syndicate and are capable of mentally communicating and coordinating with other changelings via some form of hivemind.

Changelings can often be recognized by their ability to morph parts of their body into useful tools such as blades or shields, as well as the capability of stinging and injecting crew members with dangerous or hallucinogenic chemicals. Changelings are also capable of reviving themselves posthumously. A corpse suddenly coming back to life is a key indicator you are dealing with a changeling.

Every changeling has a proboscis through which they drain the fluids from their victims. While a changeling's proboscis is a useful identifier, if you have seen it you are likely soon to be dead.

Syndicate Operatives/Traitors Emag.png

Syndicate operatives or traitors are standard NT crew members who have been subverted, often through bribery or intimidation.

Traitors utilize a variety of strategies from the innocuous to the devastating, and are commonly recognized by their typical use of devices such as PDA bombs (detomatix cartridges), cryptographic sequencers (emags), energy swords and handguns.

While syndicate operatives or traitors are not immediately identifiable unless they are actively causing chaos, they typically display suspicious or aberrant behaviour.

Nuclear Strike Teams/Nuclear Operatives Syndicate.png

Nuclear strike teams or nuclear operatives are syndicate mercenaries and pirates employed and equipped with the sole purpose of detonating a nuclear warhead aboard a Nanotrasen facility. Their experience ranges from highly skilled professional operators to space hobos who just need a job for the weekend.

They are immediately recognizable by their signature blood red or black hardsuits as well as their propensity for murdering everything in sight, including themselves, in pursuit of their objective. As these operatives are ruthless and commonly equipped with explosive implants, crew members are not advised to try and detain members of a nuclear strike team.

While often equipped with a variety of heavy duty hardware, from shotguns to snipers to light machine guns, nuclear operatives are also known to occasionally infiltrate NT facilities via stealth operations.

The Wizards Federation Wizard.png

The Wizard's Federation is a mysterious group known to employ an eclectic group of individuals who practice a form "magic" formally recognized as bluespace manipulation.

They are well-known for causing widespread chaos aboard Nanotrasen stations via their abilities, often assaulting the station with no clear goal other than to cause mayhem.

The Lone Wizard Scroll5.png

Wizards are immediately recognizable via their long flowing robes, their penchant for silly hats, and their enjoyment of violently murdering anyone unfortunate enough to be in the general proximity of them.

Some wizards are also capable of transmuting their consciousness into the body of another to effectively disguising themselves among the crew. In these instances you should be on the alert for any suspicious behaviour. A disguised wizard can still generally be identified by the trail of bodies they leave behind them.

An Overabundance of Magical Phenomenon Godstaff blue.png

Occasionally members of the Wizards Federation have been known to assault the station relentlessly or even enmasse, sending multiple wizards to a single Nanotrasen facility.

In this instance wizards are generally recognizable by being the only people aboard the station not screaming, begging for their lives, or burning to death on the floor.

Practitioners of the Occult Cultist.png

While the Chaplain leads the charge in providing Nanotrasen staff with acceptable belief systems and practices, there are those who serve a darker calling.

Whether driven mad by their lust for power or via the corruption of a eldritch bluespace entity, practitioners of the occult - or "cultists" - will do anything in their power to forcibly convert non-believers; corrupting their minds with the ultimate goal of either bringing their "god" into this world, or spreading their influence further.

The Cult of Nar'Sie Narsai.png

Perhaps the most dangerous of any cult aboard the station, cultists of Nar'Sie are generally secretive. They can most often be recognized via their love of blood runes, sacrifice, book-club sessions, as well as the abduction of their fellow crew members. Like members of any cult, followers of Nar'Sie will shout archaic praises to their deity when they ingest holy water.

The Cult of Pyr'kus Pyrkus.png

Followers of an ancient being of fire, cultists of Pyr'kus want little more than to see the world set ablaze in honour of their god. Unlike members of the cult of Nar'Sie, Pyr'kus cultists draw their runes in ash and fire and make heavy use of flame motifs. Chanting about their appreciation for fire and a devout love for arson may be signifiers that someone is a cultist of Pyr'kus.

The Cult of The Reaper Scythe.png

Chiefly concerned with the slaughter of all living things aboard the station, members of The Cult of The Reaper are known for their violent and often homicidal tendencies. Whilst not particularly different in their function and organization from the Cult of Nar'Sie, cultists of The Reaper can often be recognized via their love for slathering the station walls and floors with blood.

Revolutionaries Generic cargo.png

Revolutionaries are mutinous groups of individuals who attempt to overthrow the established command of Nanotrasen facilities through violent uprising.

Identifying Revolutionaries

A key sign of revolutionaries are groups of crew members from various, unrelated departments hanging out in large uncoordinated mobs demanding either higher pay or actively attempting to murder the heads of staff. Often only a few members of these groups will be truly be in charge, making use of a handheld flash to convert others to their cause.

Head revolutionaries can be recognized via their mental resilience to mindshield implants and their love of using their flash on random people in the hallway.

Malfunctioning AI Malf AI.gif

While AI's are a useful tool designed to help manage and run Nanotrasen facilities, they are occasionally prone to errors.

A malfunctioning AI is an AI which has not been actively subverted, but has encountered an error which has interfered with the proper operation of its Law Manager subsystem.

Identifying a Malfunctioning AI

Malfunctioning AI's can be identified by the presence of multiple unhacked electrocuted doors, your coworker being crushed in an airlock, the station cyborgs beating people to death, or the air suddenly being siphoned out of the room you're presently standing in. If the doors to your department have been suddenly bolted and you're having a hard time breathing, this is a surefire identifier that the AI is malfunctioning.

Blob Blob core.gif

A blob is a malignant entity which utilizes organic hosts in order to propagate its own existence, often infecting vermin aboard NT vessels with its spores in order to do so.

Identifying Blobs

Blobs can commonly be identified from afar by a sizzling popping sound, or a retching vomit-like noise. Key identifiers of blobs are long dendretic channels of blobby goo filling the corridors along with the presence of spores or even blobbernauts.

Blob Spores Blob spore.png

Spores are the primary means by which a blob defends itself outside of its natural expansion. Spores can be identified via their ability to drift through the air and their relentless, unceasing attacks against any organism that approaches their master host. Spores have also been known to re-animate corpses, taking control of deceased crew members and forcing them to attack the living.

Blobbernauts Blobbernaut.png

Blobbernauts can be recognized by both their shape and size, consisting of large two-armed masses capable of destroying walls and crushing bone. They are often relentless in their protection of their master host, stopping only when they've been destroyed or every organic in their sight is dead or dying.

Vampires Vampire.png

Vampires are individuals who have exchanged liberty and self-determination for unholy power. Their goals are as mysterious as their origins.

Identifying Vampires

Vampires are recognizable often by their ability to stun victims by glaring at them and their eternal thirst for blood. Vampires are capable of performing unnatural and extraordinary feats, including (but not limited to): moving instantaneously, prying open secure airlocks with their bare hands, and melting into sapient puddles of blood. They can also be recognized via their aversion to space, holy water, the chapel, and their mortal fear of fire.

Abductors Abductor.png

Abductors are agents of unknown origin who appear to be genetically superior relatives of the Grey species who commonly find work aboard Nanotrasen vessels.

Employing a variety of methods and advanced technology, abductors - as their name suggests - are responsible for a variety of abductions and unethical experiments performed on NT personnel.

Identifying Abductors

Abductors can be identified by their inability to communicate and silly looking helmets. While abductors are capable of disguising themselves, their digital camouflage doesn't hold up to close scrutiny which is one of the key methods of identifying them. Though their true goals are unknown, reports indicate that they are chiefly interested on the dissection of the human body and the implantation of psuedo-organs. They are known to use a wide range of highly advanced technological equipment, their presence generally only known after their first surgical victim has been sent back to station.

Suddenly being stunned, cuffed, teleported, and strapped to a surgical table are a few of the signs that there may be abductors operating aboard your station.

Xenomorphs Alien.png

Xenomorphs are apex predators that rely on organic hosts, infesting them in order to proliferate their kind throughout the galaxy. While extensive studies have been performed, their origin is unknown.

Identifying Xenomorphs

Xenomorphs can be identified via their purple carapaces and unusual body shape, along with their love for murdering and infesting everything in sight. Purple resin sprawling across the floor and the agonized screams of your crewmembers are good indicators of a xenomorph infestation.

Xenomorphs Queens Xeno queen.png

Queens are chiefly responsible for infesting organic hosts with their progeny and either expanding on an existing hive or starting a new one. They are large, slow, and dangerous. Another hallmark of a xenomorph queen is her inability to crawl through vents.

Xenomorph Hunters Xeno hunter.png

Hunters are the most commonly encountered form of xenomorph, able to move at lightning fast speed and capable of pinning and dragging away unfortunate crew members. They can be recognized via their ability to pounce and their propensity for viciously clawing and stunning everything in sight.

Xenomorph Sentinels Xeno sentinel.png

Sentinels are the least commonly encountered xenomorph. Recognizable by the bright markings on their head, they are usually found in the vicinity of hives. They are notable for their ability to spit neurotoxin and melt airlocks and walls with powerful acid.

Xenomorph Drones Xeno drone.png

Drones are the precursor stage to Queens. Whilst they share many similarities with Queens, they are notably faster than them and are capable of crawling through vents.

Terror Spiders Terror white.png

Terror Spiders are the result of a Syndicate experiment that combined spider and Xenomorph DNA. At some point it is believed they escaped containment,or purposely released, and occasionally find their way aboard an NT facility and subsequently infest it.

Identifying Terror Spiders

Terror spiders can be immediately recognized by their size along with their unusual colouration. Key identifiers of terror spiders are that a spider is presently drinking your blood, eggs have been laid in your chest cavity, your workplace is suddenly covered in webs, or your arachnophobic coworker is now crying in the corner.