# Antagonists Antares Expedition has antagonists, yes! However, they are not generally the driving force of the station and intrigue like they are in SS13. There's a little less variety than in SS13, but this generally makes it simpler. The design of antagonists focuses on being relatively simple to play, while giving the crew something to worry about outside of their job and the expedition. Antagonists have 'objectives' (normal for SS13) that they attempt to complete, but they are free to do anything that corresponds with their goals. Antares uses dynamic mode to select antagonists and ship events, which should be familiar to most SS13 players. Some examples of antagonists will be given in this document. ## Contractors Contractors are the replacement for 'traitors' in SS13. They're very similar to traitors, but with a key difference. Contractors start with a relatively low amount of telecrystals, and are given more TC by completing minor objectives (I'm almost positive an SS13 server has this, but I cannot for the life of me find out what server, or where it is) --- Contractors get one or two 'major objectives' at roundstart--these are the usual traitor objectives, for example: - Steal rare weaponry/a rare gas/rare chemicals/a rare creature - Kill a target - Steal the ship's AI using a card --- Contractors also get a 'minor objective' at roundstart. These are usually much easier to complete, and are designed similarly to how radiant quests in open-world RPGs work. Minor objectives can be completed during the round (no waiting for round end) and award TC to the contractor when completed. They're usually randomly generated and often very different from one another. For example: - Steal X number of jumpsuits/tools/shoes/material and deposit it at a drop location - Break X number of lights - Steal data from a randomly-selected computer - Exfiltrate X$ worth of goods - Knock out power to an area Contractors fuel the intrigue of the round in small ways through their minor objectives, and if robust/lucky enough can build up enough TC to get the supplies to really fuck up the ship and complete their major objectives. It's harder to catch contractors, as they won't have much gear and will be stealthier (at least for their minor objectives), and they only pose a major threat later in the round if not captured. ## Pirates Space pirates are essentially the Antares replacemente for nuclear operatives in SS13. They function as a group of outsiders that approach the ship and attempt to board it and wreak havoc from the inside. They have objectives, such as killing specific people, stealing important macguffins, or just making sure the ship can't leave its sector. A ship may be barraged by pirates multiple times in a round, and the pirate crew is not always the same size nor does it always have the same amount of supplies. --- *I know I said pirates, but I meant that in the 'people on the high seas that steal from you' rather than literal cartoonish pirates with sabres and funny hats and parrots. Imagine the latter if that's what you want though.* ## Changelings Changelings are changelings. They're basically the same as SS13, except there's **MUCH** more of a focus on the 'steal peoples identities' and 'become whoever you need to be' parts over the 'kill people with cryosting and armblade lol' part. This is partially done by making changelings inherit the stat boosts of whatever body they are occupying. This gives them an incentive to steal the DNA of people with varying stats and means they can be more dynamic and get more powerful as they steal more identities. I don't have much more to add here, I'll probably bikeshed lings further later. ## Nanobots Nanobots are an entirely *Antares-specific* antagonist that I thought up a while ago as a fun thing. Nanobots are similar to swarmers, but in a kind of twisted/antithetical way. The goal of nanobots is to replicate, to steal materials from the ship, and ultimately to expand the ship. Yes, expand the ship. The nanobot's goal is to create new rooms by constructing walls and flooring, and their success condition is based on how large they have made the ship. Nanobots aren't especially strong combat-wise and they don't have a lot of health, but they're very fast and can scuttle through most doorways and under tables, making them nuisances to deal with. Why? Because it makes for a more 'grey-morality' antag than swarmers. If you see a swarmer, you'll kill it immediately. However, nanobots can actually be useful in some situations! How? If a bomb goes off and blows up a significant amount of the ship, it may be dangerous for humans to go near, but nanobots are entirely temperature-safe and pressure-safe, and their objective is to make sure the ship comprises as many tiles as possible, so of course they'll fix it! Just don't expect them to repressurize the area, or care what happens to the people affected by the blast. They may steal your materials and create entirely useless rooms outside of the ship, maybe even deconstructing walls and windows to create more nanobots, but damn if they aren't a little cute and sometimes helpful. Just don't let them replicate too much. ## Chaos Cultists I don't have any ideas for these guys gameplay wise I just want this to be essentially a combination of revs, blood cult and clock cult that fits Antares thematically and is cool. Just uhh... just imagine blood cult for now. Sure ## Other Some "antagonists" aren't explicitly antagonists that spawn through dynamic but they can be found through expeditions and are definitely harmful to Antares, such as xenomorphs and spiders found on other planets or inhabitants of other planets (think lavaland Ash Lizards/free golems).