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* Zombies will take 25% '''more''' damage from '''heat''' and '''shock''' type damage.
* Zombies will take 25% '''more''' damage from '''heat''' and '''shock''' type damage.
* Zombies will take 40% less damage from '''blunt''' type damage.
* Zombies will take 40% less damage from '''blunt''' type damage.
* Zombies will take 20% less damage from '''piercing''' type damage. Zombies are completely immune to '''radiation''' type damage.
* Zombies will take 20% less damage from '''piercing''' type damage.  
* Zombies are completely immune to '''poison''' and '''radiation''' type damage from external factors, although they still make take these types of damage from injected reagents.
* Zombies will passively slowly regenerate all '''brute,''' '''heat''' and '''shock''' type damage.
* Zombies will passively slowly regenerate all '''brute,''' '''heat''' and '''shock''' type damage.
* Zombies are capable of surviving in space without any gear.
* Zombies are capable of surviving in space without any gear.

Latest revision as of 09:31, 24 June 2026

Work In Progress
This page is currently undergoing an overhaul, information may not be readily available until finished.

Antagonists are characters who wish to bring forth some level of harm to station activity. Ranging from being a mild annoyance to potentially destroying the entire station. Antagonists typically follow objectives special to them which they are tasked with completing.

Antagonist Impact Premise
Traitor Medium

"Your PDA beeps. Whiskey, Echo, Whiskey, Lima, Alpha, Delta."

A traitor is an antagonist employed by the Syndicate to complete specific objectives.

They have access to the Uplink in their PDA which allows them to buy all sorts of gear. This may involve...

  • Weapons
  • Chemicals
  • Explosives
  • Infiltration tools.

They may work with other traitors or choose to work alone.

The main currency a traitor will use to purchase items from their uplink are telecrystals, also known as TC.

  • Traitors start off with 20 TC each.
They may spawn at round start or mid-round.
Nuclear Operative Very High

"OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE. DELIVER THE PAYLOAD AND GET OUT BEFORE THE PAYLOAD DETONATES. BEGIN MISSION."

A Nuclear Operative (AKA Nukies) is an antagonist employed by the Syndicate.

Your objective is simple, work with your team (if you have one), break in to the station and detonate a nuke on the station by any means necessary. You may either use the nuke provided within the station vault, or you may be provided with your own.

In order to arm the nuke, you will need to steal an item called the Nuclear Authentication Disk which is almost always being held by the Captain (or Acting Commanding Officer) of the station. If not. it's likely in the locker inside the Captain's office.

Like Traitors, they have access to an special uplink which allows them to purchase gear using a currency called telecrystals (TC). Nukies have access to every item available to Traitors through this uplink, but they also have access to special items only available for them.

  • Nukies start off with 47 TC each, by default.
  • A group of nukies may decide to declare war with the station, in which they announce to the station their intent to attack and giving the crew time to prepare for the attack. However, as a result, nukies who have declared war on the station start off with 87 TC each.
  • Lone Operatives, a mid-round version of the Nuclear Operative, have no team to assist them and typically work alone. They start off with 75 TC.
Nuclear Operatives spawn at round start, with the sole exception of Lone Operatives who spawn mid-round.
Zombie Very High

"Braainnssss..."

Zombies are conversion antagonists whose sole purpose is to infect and convert as much of the crew as possible. Zombies propagate through biting their victims, transmitting a deadly infection that will cause them to turn into a zombie when bit by a zombie in a critical (or worse) state or dying while infected.

While a single zombie may not be a major threat on its own, especially to security. Their strength is in their sheer numbers and how easy it is to spread.

There are two ways for zombies to appear on station.

  • Initial Infected, Syndicate bio-terrorists who coordinate a planned attack against the station to try to turn everyone into zombies. This is the most common cause for zombies.
  • Nuclear Operatives, which are capable of purchasing "Romerol", a chemical which causes a zombie infection in whoever consumes it.

Zombies have innate abilities that should be taken into consideration.

  • Zombies will take 25% more damage from heat and shock type damage.
  • Zombies will take 40% less damage from blunt type damage.
  • Zombies will take 20% less damage from piercing type damage.
  • Zombies are completely immune to poison and radiation type damage from external factors, although they still make take these types of damage from injected reagents.
  • Zombies will passively slowly regenerate all brute, heat and shock type damage.
  • Zombies are capable of surviving in space without any gear.
Initial Infected may spawn at both round start or mid-round.

Main Antagonists

Those antagonists are typically the primary bad guy of a single round. They are usually the main form of how a round can play out, ranging from a plain ass round with nothing interesting going on, to an investigation on why someone bombed Medical, or why the there are red people outside the Bridge.

Traitor

Your PDA beeps. Whiskey, Echo, Whiskey, Lima, Alpha, Delta.

A traitor is an antagonist employed by the Syndicate. They have access to the Uplink in their PDA which allows them to buy all sorts of gear. They are also meant to do specific directives from the Syndicate.

Nuclear Operative

OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE. DELIVER THE PAYLOAD AND GET OUT BEFORE THE PAYLOAD DETONATES. BEGIN MISSION.

A nuclear operative is an antagonist employed by the Syndicate, presumably operatives from ERT or bored greytiders. Your objective is simple, break in and detonate the Nuclear Fission Device. Escape is optional, just get the nuke detonated. You get to buy lots of fun things to help in your mission.

Zombie

Braainnssss...

Zombies are conversion antagonists whose sole purpose is to infect and convert as much of the crew as possible. They boast strong resistances to various damage types and are able to regenerate themselves through feasting on unsuspecting crew members. Zombies propagate through biting their victims, transmitting a deadly infection that will cause them to turn into a zombie when they succumb.

Cosmic Cultist

Beckon the Unknown. Call the curtain close.

The Cosmic Cult are conversion antagonists who have a few objectives. Siphon a certain amount of entropy from the crew, convert a certain number of the crew into the cult, get the Monument to tier 3, and then beckon the great Unknown, calling the curtain close on this universe.

Side Antagonists

Those antagonists are typically subservient to another antagonist or have a small chance to appear during any round type. While they are not really the main focus of the round, they can range from being a minor nuisance to a threat to the entire crew.

Revenant

Rev in medbay! No, the other rev!

This is a random event antagonist that sucks up the soul of people when they die, they also have the ability to check souls when a human is alive.

Space Ninja

Nothing personnel kid.

Space Ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect which has existed for several hundred years. They are an antagonist that can appear during most gamemodes, they are given some goals and a bunch of very powerful tools to accomplish said goals.

Space Dragon

All of the stations on the rim are out there fighting space dragons, and what do I get?

The Space Dragon is a midround antagonist that can appear during most gamemodes, their goal is to summon 3 space rifts on the station and completely take it over.