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
- 1 Antagonist Items
- 1.1 AI and Cyborgs
- 1.2 Items
- 1.2.1 Revolver & Ammo
- 1.2.2 Energy Crossbow
- 1.2.3 Energy Sword
- 1.2.4 EMP Grenades
- 1.2.5 Sleepy Pen
- 1.2.6 Syndicate Soap
- 1.2.7 Detomatix PDA Cartridge
- 1.2.8 Chameleon Clothes
- 1.2.9 No-Slip Syndicate Shoes
- 1.2.10 Agent ID card
- 1.2.11 Voice Changer
- 1.2.12 Thermal Imaging Glasses
- 1.2.13 Chameleon-Projector
- 1.2.14 Cryptographic Sequencer
- 1.2.15 Fully Loaded Toolbox
- 1.2.16 Traitor Radio Key
- 1.2.17 Binary Translator Key
- 1.2.18 Space Suit
- 1.2.19 Hacked AI Upload Module
- 1.2.20 C-4
- 1.2.21 Powersink
- 1.2.22 Singularity Beacon
- 1.2.23 Teleporter Circuit Board
- 1.2.24 Freedom Implant, Compressed Matter Implant, Explosive Implant, Uplink Implant
- 1.2.25 Syndie Balloon
- 2 The Syndicate
- 3 Traitors
- 4 Mercenaries
- 5 Heisters
- 6 Vox
- 7 AI Malfunction
- 8 Cult
- 9 Technomancer
- 10 Changeling
- 11 Cortical Borer
- 12 Ninja
Antagonist items are purposefully hidden from the general public and from most NanoTrasen employees. 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 a rival corporation, 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.
The following is a list of Antagonist 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. <panel>
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.
Everyone knows it's an illegal weapon but not exactly how it works. If it were tested, it could be figured out.
It is very obviously a dangerous weapon to everyone. Exactly how much someone knows about what it is and how it works would vary from job to job, with Security and weapons researchers likely knowing the most.
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 normally meant to have these. If it goes off, anyone could tell that electronics have been screwed with pretty seriously.
It's just a pen. If R&D took it apart and investigated its contents, they would find that it is a low-capacity hypospray hidden inside a pen case.
It's a bar of soap. Not exactly contraband.
Detomatix PDA Cartridge
It's a strange PDA cartridge. If put inside your PDA, the menu would be simple enough to navigate and use for anyone.
The items themselves are just clothes. Seeing one of them changing would be pretty weird, and suspicious if it's to a restricted item. Non-functional HUDs or other things would be a little odd, but might just seem broken depending on the item.
If you investigated it more closely, you'd be able to tell that it's not of NT origin. Science is able to figure out (with investigation) that it can turn into other similar items of clothing. After science investigates it, security would know what Science tells them.
No-Slip Syndicate Shoes
They're a pair of shoes. Not even close to contraband.
Agent ID card
It's a normal ID to most people. It's normal to Heads unless they investigate it closely (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.
It's an ordinary gas mask, until someone talks with it on without an ID or switches IDs infront of someone while talking. With investigation, R&D could find out what it is and how it works, though anyone could tell what it does if they see it in action. Noticing distinguishing features (or a lack of them) which aren't covered by the mask, and are wrong for the person whose voice is being imitated, would tip someone who knows that something is going on.
Thermal Imaging Glasses
They're ordinary sunglasses. If put on, you can tell that they see living creatures through walls. Not really illegal, but odd.
It's an odd and suspicious device. Security knows it's illegal. Research can take it apart or otherwise investigate it to find out exactly what it does and how it works.
Everyone can immediately see it's a modified ID card (which is illegal), engineers and scientists would know that it would screw up electronics like in doors if they investigated it closely.
Fully Loaded Toolbox
It's a toolbox. Not illegal.
Traitor Radio Key
It's an ordinary radio key, until you put it in a radio, in which case you'd be able to tell that it goes onto an unknown radio channel. This isn't illegal by itself (there are a LOT of empty channels that don't usually get traffic). Listening in on encrypted channels, like department channels, is. (This item is not currently available to traitors, but does exist in the code).
Binary Translator Key
As above, except onto the silicon talk thing instead of an unknown radio channel. Not illegal, but a little strange. Those with a bit more knowledge in robotics might realize that this is much more serious tech than normal encryption keys.
It's a space suit. Its color is nonstandard, but that's not illegal. Those without authorization to have spacesuits (which is nearly anyone not in one of the four major departments, and a couple within those) shouldn't have it, but if there's not any suits missing from the station, then they probably didn't steal it.
Hacked AI Upload Module
Everyone knows it's a circuitboard. Engineers and scientists could tell that it's a modified AI upload module, which is very illegal. Roboticists would be able to tell how it's modified, and that it uploads corrupt, overriding laws.
Everyone can see that it is a bomb.
Everyone knows it's not of NT origin, engineers know it's going to suck power out of the ship and is therefore illegal.
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.
Having an implant without it noted in medical records is odd, and should probably be investigated. If the implant is removed for some reason, Research can tell what sort of implant it is.
Implanters aren't meant to be outside of medbay and certain sections of Security, so if one's just lying around it should be at least taken back to Medical, and possibly investigated if anything else about the situation is suspicious.
It's just a balloon.
An important note: in Polaris lore the Syndicate does not exist. There is no dangerous organization called "The Syndicate" that is working against NanoTrasen. Someone saying they’re working for the syndicate would probably get the response of "which one?"
Given the size of many corporations there are plenty of opportunities for corporate espionage or even other types of goals. A potential traitor could be working for another corporation such as Ouroboros, a xeno rights activist group, or even a cartel or gang of sorts.
Depending on one’s background the crew will possibly be aware of any activist groups, terrorist groups, or other corporations trying to undermine and/or steal technology/information.
All Heads of Staff have been briefed to the extent of the CentComm report.
Only the Captain or Head of Security have been given any detailed knowledge of potential dangers in the system, such as pirates and political dissidents.
The term "Traitor" doesn't make a lot of sense in character, but criminals do in fact exist outside of Traitor rounds. As a general rule, it's safe to assume someone is some sort of criminal if they do a serious criminal act or have one of the Antag Items that your character is familiar with.
Mercenaries can and do operate in SolGov, though usually in reputable, protective engagements, though on rare occasions they can and do raid stations for their mysterious benefactors.
As an important note: Ships arrive to and leave from the station with some regularity. Jumping straight to "It's a hostile ship!" without evidence is bad play.
Heisters can also (and probably should) be called Pirates. Piracy is a real and present threat in Polaris Lore, though it's still not an every day occurrence in Vir. If a group of outsiders actively attacks the station, it's a safe bet that they're pirates of some sort, but as above: automatically assuming that any new ship arriving at the station is hostile is bad play.
The Vox are an enigmatic and ever present force in civilized space. For the most part, Vox are unpleasant and frequently piratical, but there are exceptions, and as such it is unwise to treat them all as enemies.
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. Law resets are not out of the option if the AI is acting odd and there is reason to think its laws might be affected, but this doesn't mean that it's hostile.
The Order of Nar'Sie is a secret and secluded cult, and is therefore not known by the crew.
The Chaplain/Counselor has limited knowledge, up to knowing that the cult is evil, should probably be stopped, and that holy water will deconvert those influenced by the cult.
However, it is (and should be) hard to convince anyone else of this.
The Space Wizard Federation is not a known organisation, and its members, methods, and dealings are not known by the crew.
Technomancers are an unknown on the station, but generally do not need to be contained by Security unless they are hostile or otherwise lawbreaking (such as entering non-all-access areas when they do not have access on their IDs). They should be watched closely, however.
Changelings are not entirely unknown, though no concrete research or data has ever been collected from them. Most people believe them to be a myth, and the threat they pose is unknown.
It is highly likely that only research members, specifically xenobiologists might know anything about them.
They should be treated as any first contact alien being should be, if they reveal themselves through actions, words, or otherwise. This includes not being presumed hostile unless they actually act hostile.
Cortical borers are known as a parasitic creature, though some of their exact workings and biology are not known. Medical and research staff might know that sugar sets them at ease and makes them much more cooperative, even inside of a host.
Space Ninjas are clearly wearing a tight black hardsuit. Any capability for stealth, teleporting, and so on is entirely unknown unless observed, explained by the ninja, or the suit's modules or interface are examined by scientists or security, at which point they should be able to tell it's some sort of tactical stealth infiltration hardsuit with dangerous built-in combat modules.
The "Spider Clan" does not exist unless the Ninja themselves says so.