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, 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.


'''HAVING A MILITARY BACKSTORY OR ANYTHING SIMILAR DOES NOT OVERRULE ANY OF THESE'''
== '''[[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 ==
The Syndicate employs a variety of operatives, each unique in both the methodology and equipment they typically use.


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.
=== [[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.  


'''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.'''
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.


=== AI and Cyborgs ===
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.
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.
=== [[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.


Cyborgs follow the same rules as their human counterparts, but can ask the AI for any suspicious objects.
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.


=== Items ===
While syndicate operatives or traitors are not immediately identifiable unless they are actively causing chaos, they typically display suspicious or aberrant behaviour.  
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 ====
=== [[Nuclear Agent|Nuclear Strike Teams/Nuclear Operatives]] [[File:Syndicate.png|32px]]===
Everyone knows that nobody outside of security should have a revolver, and everyone also knows they shouldn't be using lethal weapons on people.
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 Crossbow ====
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.
Everyone knows it's an illegal weapons, but not how it kills someone, unless they test it.


==== Energy Sword ====
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.
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 ====
== '''[[Wizard|The Wizards Federation]]''' [[File:Wizard.png|32px]]==
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.
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.


==== Sleepy Pen ====
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 just a pen, if R&D take it apart they'd be able to ID it as a hypospray inside a pen.


==== Syndicate Soap ====
=== The Lone Wizard [[File:Scroll5.png|32px]]===
It's soap. Safety hazard if it's left lying around, you could probably arrest them on negligence for that.
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. So identifyable by anyone if they investigate it.


==== Chameleon Jumpsuit ====
=== An Overabundance of Magical Phenomenon [[File:Godstaff blue.png]]===
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.  
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.


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.
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.


==== No-Slip Syndicate Shoes ====
== '''[[Cultist|Practitioners of the Occult]]''' [[File:Cultist.png|32px]]==
A pair of brown shoes with extra tread on the bottom, there's no real reason for these to be identifyable as illegal.
While the Chaplain leads the charge in providing Nanotrasen staff with acceptable belief systems and practices, there are those who serve a darker calling.


==== Agent ID card ====
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.
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 ====
=== The Cult of Nar'Sie [[File:Narsai.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.
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.


==== Thermal Imaging Glasses ====
=== The Cult of Pyr'kus [[File:Pyrkus.png|32px]]===
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.
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.


==== Chameleon-Projector ====
=== The Cult of The Reaper [[File:Scythe.png|32px]]===
An odd and suspicious device, security know it's illegal and science know it puts out a cloaking field etc.
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.


==== Stamp Remover and Forger ====
== '''[[Revolution|Revolutionaries]]''' [[File:Generic cargo.png|32px]]==
It's looks like an eraser. There's no real reason to be suspicious of it.
Revolutionaries are mutinous groups of individuals who attempt to overthrow the established command of Nanotrasen facilities through violent uprising.


==== Cryptographic Sequencer ====
=== Identifying Revolutionaries ===
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.
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.


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


==== Traitor Radio Key ====
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.
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 ====
=== Identifying a Malfunctioning AI ===
As above, except onto the silicon talk thing instead of an unknown radio channel.
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.


==== Space Suit ====
== '''[[Blob]]''' [[File:Blob_core.gif|32px]]==
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.
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.


==== Hacked AI Upload Module ====
=== Identifying Blobs ===
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.
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.


==== C-4 ====
=== Blob Spores [[File:Blob spore.png|32px]]===
Everyone knows it's an explosive. And illegal.
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.


==== Low Power Explosive Charge, with Detonator ====
=== Blobbernauts [[File:Blobbernaut.png|32px]]===
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.
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.


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.
== '''[[Vampire|Vampires]]''' [[File:Vampire.png|32px]]==
Vampires are individuals who have exchanged liberty and self-determination for unholy power. Their goals are as mysterious as their origins.


==== Powersink ====
=== Identifying Vampires ===
Everyone knows it's not of NT origin, engineers know it's going to suck power out of the ship and is therefore illegal.
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.


==== Singularity Beacon ====
== '''[[Abductor|Abductors]]''' [[File:Abductor.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.
Abductors are agents of unknown origin who appear to be genetically superior relatives of the Grey species who commonly find work aboard Nanotrasen vessels.


==== Teleporter Circuit Board ====
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 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 ====
=== Identifying Abductors ===
Having an implant without it noted in medical records is suspicious, so it should be investigated.
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.


Implanters aren't meant to be outside of medbay, so if one's just lying around that's worth investigating for security.
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.


=== Syndie Balloon ===
== '''[[Xenomorph|Xenomorphs]]''' [[File:Alien.png|32px]]==
It's just a balloon with an S on it.
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.


== The Syndicate ==
=== Identifying Xenomorphs ===
All staff may know the Syndicate as a dangerous organisation, working against NanoTrasen.
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.


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?
=== Xenomorphs Queens [[File:Xeno queen.png|32px]]===
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.


===Unauthorized Equipment===
=== Xenomorph Hunters [[File:Xeno hunter.png|32px]]===
Energy Swords, Crossbows, and hacked ID cards are all part of the Syndicate's arsenal. Report any illegal modifications of ID cards at once!
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.


===Spreading Dissent===
=== 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.


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.
=== Xenomorph Drones [[File:Xeno drone.png|32px]]===
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.


==Revolutionaries==
== '''[[Terror Spider|Terror Spiders]]''' [[File:Terror_white.png|32px]]==
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.
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.


Beware anyone fermenting revolutionary thoughts, and report any sudden changes in personality. Security staff have methods of removing the brainwashing - don't fear!
=== 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.
== 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!
 
== Cortical Borer==
A being which controls the minds of intelligent life and bends them to their will. Look for any sudden changes in behaviour.
 
Other than this a completely unknown entity.

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.