# Abstract Outlaw's are an midround ghost role antagonist that spawn set to arrest, and spawn in the same way as current stowaways (ie no announcement, in a random locker, etc). They spawn with a generic utility and weapon, alongside backstory item/items. Their backstory is the reason as to why they're wanted by nanotrasen, this is intended to be both something to work with and to give them their most powerful tool. This can be anything from a briefcase of cash and an egun, a box full of dubious drugs alongside an emagged hypospray, or a self defense ttv. Their objective? Do whatever they can to avoid arrest and more importantly, double down, afterall maybe this will be the station where you see success. # Goals 1. Be easy to implement, I want this project to get done 2. Don't overshadow a round, intent is to cause background chaos instead of killing an entire department 3. Be antagonistic, meant to be something security engages with instead of ignores 4. Enable people to explore interesting gear combinations they otherwise wouldn't play with. # Non-Goals 1. Be a way for people to play a regular character again 2. Ignored by security when there's no greater threat present 3. Have people treat every outlaw round the same. # Content The antag objectives are as followed. 1. You are wanted due to (backstory). Do what you can to avoid arrest. 2. (motivation) (backstory) and (motivation) are text which depend on what backstory you have. Listed below, intent with them is to provide players something to build off of however not railroad them too heavily. Upon spawning you always have something covering your face, random clothes and backpack in the same way as stowaways with no ID (can be overriden by backstories), and the afformentioned items. You will additionally always be random named and random appearenced. The utility, weapon, and backstory items are listed below. Suggestions for these would be very appreciated. ### Backstories (backstory): sale and distribution of dangerous chemicals and tampering of station equipment. (motivation): Get some value out of your new equipment, one way or another. Items: A box filled with one emagged hypospray, pill bottles one with crank, two with meth, one with energy drink, and two syndicate poison bottles. Notes: N/A (backstory): illegal distribution of vast quantities of firearms (motivation): Get some value out of your goods, one way or another. Items: A duffle bag containing seven firearms pulled from the weapon items list Notes: N/A (backstory): impersonation of nanotrasen command (motivation): You're a head of staff already, they just don't know it yet. Items: Agent card plus random command id, voice changer, chameleon uniform. Notes: N/A (backstory): theft of research station 17 property, intimidation of nanotrasen employees during employee negotation. (motivation): Items: One backpack TTV powerful enough to destroy a room and not much more. A seven slot fanny pack. Notes: Potentally a way to trigger it while stunned could be good? Needs to be figured out (backstory): pickpocketing from employees. (motivation): Take what you deserve, and if they complain give them what they deserve. Items: Two pill bottles filled with crime pills, one random command id, two grenade pouches, one cloaker Notes: N/A (backstory): charges of conspiracy with intent to subvert command (motivation): Seize control Items: Three temporary mindhack implants Notes: N/A (backstory): assault of station crew, vigilantism upon crew proven to be innocent, trespassing into the station armory. (motivation): Items: One laser gun, one pulse rifle, one flash, two breaching charges. Insuls and stocked toolbelt. Notes: Spawns in a staffie uniform (backstory): avoiding a standard search and seizure then following with assault of two officers. (motivation): Let nobody tell you to put your weapon away. Items: Three to four Derringers, one freedom implant, one large gun that can't fit in backpack (Vex, antares lmg, etc) Notes: N/A (backstory): trespassing into a nanotrasen facility (motivation): Show them you'll go where you please Items: VIP equipment, including stun baton and ID with no access. Notes: N/A (backstory): for suspicion of four accounts of homocide (motivation): Prove them otherwise. Items: Chef's knife, synchronized self biomass manipulation Notes: Spawns in a legally distinct slasher outfit (backstory): (motivation): Items: Notes: ### List of utility items A syndicate donk pocket Salvager multitool Engineer, doctor, or scientist id with non matching name Half charged RCD Syndicate thermals Quickhack Doctor spawn medbelt Security barrier Two EMP grenades A flash and sunglasses A pill bottle of meth and a pill bottle of omnizine ### List of weapon items Unless stated otherwise, these come only with the ammo that is in the gun by default. MTs-255 Revolver shotgun Fulmar Coach gun + rubber ammo Crash axe Syndicate dagger Tranqulizer rifle Flare gun + 2 spare boxes of flares Detective revolver loaded with stun rounds Extended mag phaser SMG Hafgan repeating laser Orion silenced pistol Derringer ## Alternatives - Non antagonist ghost role for stowaways, could be complimentary to outlaws. Having non antagonist and antagonist stowaway ghost roles could lead to confusion however. - No dedicated backstories, just pull items randomly from a list. Would widen roleplay but gives far less of a backbone for it. ## Potiental Changes - Remove the weapon items due to redundancy with backstory items. Would dislike as it means backstories may have to pick up the weight. - Role two utility items to buff. - Make the strength and violence of kit of an outlaw more consistent. It is intentional that the strength of backstories aren't even in order to promote variety, however this could lead to frustration with those who role it. - Make it role roundstart in mixed