RE: Citadel Station 13 Rules

Anything here will be specifically in regards to the SS13 server itself.
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Jay
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RE: Citadel Station 13 Rules

Post by Jay »

This document is out of date. View the current rules/guidelines at the link at the top of the https://citadel-station.net/home/ page.

Citadel Station Guidelines
02/03/17

SECTION 01:Lore, continuity, & roleplay.
  • Your character and actions must fit into the “canon” of the server; the canon of the server is defined as a research station in deep space with the goal of mining and researching the effects and uses of plasma. You are a member of the crew of this station, being either a human, a human-hybrid (aka furry/anthromorph), or an alien species (plasmaman, tajaran, etc).
    • When you’re creating your character, it ultimately must fall into the canon of an NT crewmember. This means that your character must be believable. NT crewmen do not have special powers (unless they receive abilities on station from genetics, research, antagonists, etc.), they are not super-powerful beings that are supernatural or otherwise, and they would not be former enemies of the station.
    • While we encourage you to make a character that is uniquely your own, we also strongly suggest that if you take the time to write out a backstory for said character that you avoid the tropes of overly powerful characters.  Backgrounds where you are the slayer of solar systems are unacceptable, at the end of the day you're someone who's been hired by NT to generally fulfil a job on this space station.
    • Antagonist status does not give you license to define your character however you see fit. They still must fit into the current role. Traitors, revs, cults, and similar antags still need to appear to be an NT employee. Wizards and shadowlings should reflect their current powers and abilities, but their “fluff” can be more open to interpretation.
    • NT would not hire incompetent or mentally ill crew members; at least not in serious jobs (roles like cook, janitor, etc are more believable for someone who is “special”). The station is a workplace, and people who constantly act like children would be quickly expelled. When in doubt, act as if you would at your own workplace. If the way you act at work is to be a living embodiment of the internet or a child, you need to grow up.
    • Please use an original character. References to famous characters or people are fine to a point, completely recreating them (or just changing up a few letters) is not. If you want to run a gimmick with a “known” character (e.g., Gordon Freeman, DOOM Marine, etc.) you can ask an admin to make an event out of it. Characters like thatSHOULD NOTbecome a permanent resident of the station, however.
  • If you take a round important job you need to at least take it seriously. This includes all jobs in science, security, medical, engineering, and all head roles. Service roles like cook or barman should also be taken somewhat seriously, as taking these jobs and not doing them can negatively impact a round and keep someone who actually wanted the job from doing it.
    • When you take a job, do the bare minimum before you do ANYTHING else. Set up cryo and make sure there are some basic healing chems available, get at least the first few tiers of R&D done, set up some source of power that will keep the station running, make some food or drinks for the crew to survive on.
    • Make sure your department’s jobs are getting done if you’re away or busy. If you’re the only person in the department, more responsibilities fall to you. Just because you’re the chemist doesn’t mean you can’t use cryo or heal/revive some people. Just because you’re the atmos tech doesn’t mean you can ignore damage to the station.
  • The server continuity is used to explain why things like characters being a traitor one round and not the next, or why the station was destroyed in the last round but is intact in the current one. It is essentially the same as restarting a level in any other video, but with some caveats and left-overs.
    • Non-antagonist character interactions are fine for your character to remember between rounds. Your chat at the bar, the fight you had with someone over a disagreement are both acceptable examples of this.
    • Things that do not carry over between rounds include antagonist status, your job/role, the destruction of the station, or high-profile events like murders, riots, and mutinies.
    • Friendships may carry over between rounds, but only so long as they’re roleplayed every round, you don’t wordlessly help your OOC friends, and you don’t aid them if they are an antagonist without justification.
  1. Meta-grudging, or intentionally trying to ruin a round for another player for no IC reason is not allowed.
    1. Meta-grudging is defined as: attacking, harassing, or otherwise making the life of any player difficult for reasons that do not make sense in-character.
    2. This rule counts for both players and characters; do not harass because you have had a bad experience with them in a previous round.
    3. If you have a serious problem with a player, you should contact an admin to see if it can be settled through arbitration.
  2. Speak like a normal person.
    1. Don’t spam speech.
    2. Don’t use smileys, netspeak, etc. in IC speech. (Examples: :3 :o lol brb)
    3. Do not spam emotes or other actions.
    4. Do not yell (i.e., speak ICly using ALL CAPITALS) excessively for no reason, especially over comms.
    5. Accents are okay, but you must be understandable.
    6. Speaking as if you have brain-damage (when you don’t) is not normal. This includes yelling random memes, spacing everything you type (unless you’re “spelling”), or using online slang excessively (rip, lmao, etc.).
  3. Murder is only justifiable as long as it was properly escalated.
    1. You can’t go from a single rude punch to a knife in the neck. You can, however, go from a single punch to a counter punch to a brawl to using weapons, and so on.
    2. Other IC justifications may exist for murder, but these are on a case by case basis.
    3. Minor aggravations like demotions, pranks, insults, or thefts are not adequate justification.
  4. As long as there is adequate IC backing and it doesn’t happen too often, assisting an antagonist is within the rules.
    1. This allowed with the caveat that you do not break Server Rule 1.
    2. Assisting an antagonist just because they are your IC or OOC friend is punishable.
    3. An example of an acceptable reason to assist an antagonist would be if they had previously saved your life, or had previously assisted you in some other way.
    4. This only accounts for the current round; previous IC relationships are not an acceptable reason.
  5. Persistent character relationships are acceptable, so long as they’re roleplayed out every round.
    1. Wordlessly assisting your OOC friends (or harming your OOC foes) ICly is NOT cool and will be addressed harshly.
    2. Roleplaying out your interactions will help you stay on the right side of the rules.
    3. How much or how little of previous “shifts” your character recalls is up to their discretion, with the caveat that being a known antag doesn’t persist past the round it occurred in.
  6. Do not be abrasive, abusive, or otherwise unpleasant for the sole reason of fighting other players.
    1. The same goes for players should they cross the boundary from casual racism/sexism (e.g. overly stereotyped characters, the occasional derogatory term etc) to extreme racism/sexism (e.g. encouraging genocide, forcing their racist behavior onto the majority/all of the crew)
    2. Creating an offensive character just to start fights or cause drama is not allowed. This includes but is not limited to political figures (Donald Trump, Adolf Hitler) or obnoxious popular characters (“Little” Willie Scott, Howard the Duck).
  7. Pick a normal name.
    1. It must be spelt fully with capitals and no shortenings (e.g.NOT J Hoffman or jaiden mallow).
    2. Exceptions to this are one-word nicknames, Eats-The-Lemons format of Lizard names, Clown, Mime, Silicon, Wizard and Nuke Op names.
    3. References are still allowed, but try to be original.
    4. Do not use the ckey of other players as your name (particularly without permission).
    5. Do not attempt to impersonate another player’s character (i.e., do not create a copy of someone’s character in the character creation screen to play as), especially without permission.
  8. When you are cloned, you remember everything up until the point your character blacks out.
    1. Using information you gain while unconscious or a ghost counts as metagaming.
  9. Do not respawn with the same character.
    1. Do not respawn as a “relative” or a “friend” of your character if you are killed, marooned, or otherwise taken out of the round.
    2. If you respawn, you respawn with the caveat that your character knows NOTHING of what has happened in the round prior to you respawning as a new character.

SECTION 02:Powergaming & metagaming.
  • As defined by Google,Powergaming(orpower gaming) is a style of interacting with games or game-like systems, particularly video games, boardgames, and role-playing games, with the aim of maximising progress towards a specific goal, to the exclusion of other considerations such as storytelling, atmosphere and camaraderie.
    • Powergaming is a tool to achieve a goal, not a valid style of play. We’re here to roleplay, not complete an objective. Your only “goals” of a round should be to create stories and interactions with other players and their characters, whatever the means may be. Making yourself as powerful as possible to “kill all the bad guys” is not fun for anyone but you, and can severely impact a round in a negative way. Inversely, powergaming as an antagonist just to complete your set objectives at the expense of everyone else’s fun and time is poor sportsmanship. Your status is given to you so that you can make things interesting and create conflict. Use your better judgement when completing your objectives, do your best to make the round fun or interesting for as many people as possible, and remember that you’re playing with other people, not NPC’s, and that this isnot a PvP deathmatch.
    • Powergaming in SS13 is: stealing access, breaking and entering for no reason, taking things you don’t need or could possibly have a want for, doing the job of someone else when they are fully capable of doing it theirself, or giving yourself powers/abilities for the sole purpose of becoming as powerful as possible.
    • Acceptable examples of powergaming are:
      • Taking a weapon you found abandoned when there are rumors of a killer on the station.
      • Taking the dead captain’s ID when there are confirmed nuke-ops on board.
      • Stealing the medkits from medical for a triage area when the station is overrun with aliens.
    • Unacceptable examples of powergaming are:
      • Stealing the captain’s spare ID because there are no heads and you want to be captain.
      • Taking as many weapons and powers as possible because there “might be an antagonist” on the station and “you want to be ready for them”.
      • Breaking into chemistry to make yourself a bunch of chemicals because “there’s no chemist around”.
  • As defined by Google,Metagamingis any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game.
    • Metagaming is unacceptable on all counts. As it is defined, metagaming includes but is not limited to using the round type to guide your actions (e.g., arming yourself because you know it’s secret), hiding antagonist objectives before you know they’re a target, targeting a player because you know they are often an antagonist, using information you got outside of normal in-character means (OOC, voice chat, other messengers, observing as a ghost, etc).
    • Things that are okay to know:
      • What specific types of antagonists are and things that define them (e.g., a changeling’s armblade or an abductor’s stun prod.
      • Obvious Syndicate items like revolvers, energy swords, or red space suits.
      • Knowing how to do a job outside of your own profession (you should still stick to your job).
    • Things that are not okay to know:
      • Types of antagonist objectives.
      • About PDA uplinks (unless you open the PDA and find the uplink open).
      • Obscure/disguised Syndicate items (para-pen, Multitool uplink, etc),unlessthey are specifically used in such a way as to make them obvious (e.g., someone gets stabbed with a pen and suddenly starts passing out).

SECTION 03:Security.
  1. Lethal force & executions
    1. If someone poses a clear and persistent threat, you are free to use lethal force. This includes but is not limited to extremely dangerous non-human creatures that are difficult to contain, wizards, changelings, and nuke ops.
    2. If a hulk’d player becomes a threat you are free to use lethal force, but you should attempt to arrest and heal them after they’re in crit.
    3. Lethal attacks on your person should be responded to with lethal force, but if you have a safe opportunity to arrest someone instead of killing them, do so.
    4. If you already have someone stunned and in cuffs, there is no reason to continue attacking them or kill them unless they’re a clear and persistent threat to the crew and station (changelings/wizards/nukeops).
    5. Executions should be authorized by the captain/acting captain. If the captain is not available, it is up to the HoS to decide.
    6. Executions should be reserved for capital crimes or for extremely dangerous prisonersonly.
    7. Revolution and mutiny should only be met with lethal force when necessary. You should always attempt to arrest revolting crewmembers (mindshield implants are there for a reason), but in these situations you should always try to ensure yours and security’s safety first. The other crewmembers can always be cloned later.
  2. Brig & punishments
    1. Punishments should fit the crime. People who repeatedly commit the same crime should be given longer sentences.
    2. Do not beat prisoners with your baton when processing them. If they’re constantly trying to escape their cuffs, bucklecuff them and increase their timer after you put them in a cell.
    3. Do not leave a prisoner cuffed and buckled in their cell unless they pose a flight risk or were uncooperative during processing (see previous).
    4. Always tell someone why you are arresting, searching, or imprisoning them.
    5. When you set the timer on a cell, tell them why you gave them the set amount of time.
    6. Do not confiscate items from a person unless it is pertinent to their crime (the weapon they used, what the stole, what they used to break in).
    7. Any items you do not confiscate should be put in the cell locker. Do not leave a player unclothed. You should always place any items that can be used to escape inside the locker.
    8. Always defer to the captain, acting captain, HoS, or warden before permabrigging someone.
    9. Only repeat offenders, malicious attackers, and enemies of the corporation should be put in perma.
  3. In the event of Grey Tide
    1. If security is swarmed and broken into you are free to use lethal force. When all is secure, youmustheal/cuff survivors and get those who were killed cloned to they can be arrested and questioned. This would also be a good time to get admins involved.
    2. If a player is intentionally messing with security just to cause a problem, brig them. If they consistently continue to antagonise security, permabrig them and a-help it.
    3. If a prisoner is yelling on the radio about security being rogue/security killing them/etc while you’re definitely not, move them to perma and a-help it.
  4. Space Law
    1. As security your primary role is to uphold Space Law. Following Space Law is not a suggestion.
    2. When deciding the time for a sentence, your best bet is to follow the recommendations in Space Law. However, the times are ambiguous for a reason; leniency for cooperative behavior and harsher punishments for uncooperative behavior is encouraged.
    3. While you should always do your best to enforce Space Law, there will come times when you must choose what to and what not to enforce. When deciding this, always prioritize more dangerous crimes or other threats.
    4. Not all laws need to necessarily be enforced with brig-times or arrests. Players who commit petty crimes can be let off with warnings or by forcing them to rectify the problem they caused or are causing. However, if they continue their misconduct you should advanced to arrests and brig-times.
  5. Silicons
    1. Don’t kill Asimov silicons for trying to stop an execution. It’s required of them by their laws.
    2. Asimov silicons that are purposefully antagonistic for no reason (bolting security, getting in the way, etc) to security should be locked down or disabled, and a-helped about immediately.
  6. Final notes
    1. Security is expected to use non-lethal takedowns in all situations except where their life or another crew member's life is at risk. At any point during a lethal encounter you have the opportunity to arrest an assailant instead of killing them (without risking your own life) you should take it.
    2. Theft, assault, annoyance, false arrest, and sentence times are in-character matters. Unless it is extremely excessive, obvious griefing, or repeatedly rule-breaking behavior it is not an admin matter.
    3. When dealing with security as non-security, always be patient. If you have a legitimate reason to be arrested, suck it up and deal with it. Yelling and screaming, trying to get security lynched, and demanding that admins get involved will not win you any favors or make your sentence any shorter.
    4. Implanting crewmembers without just cause is not allowed.

SECTION 04:Command.
  1. Heads of Staff
    1. As a head, your authority begins and ends in your department. Only the HoS has jurisdiction outside of their department regarding security matters.
    2. Treat your staff fairly. Avoid assigning them obnoxious tasks or reprimanding/demoting them over minor issues.
    3. Heads (other than the HoS) can act as security in an emergency, but should hand over any prisoners to actual members of security for processing.
    4. Heads should be promoted internally from their own department by the captain or acting captain only.
    5. All heads are expected to give warning to both admins and their colleagues in-character before disconnecting.
    6. If you are a head, lead your department. Extending time AFK, ERPing, or ignoring your staff is not acceptable.
    7. If a head of staff is found to be abusive, uncooperative, unpopular, or etc., they can be deposed of by the other heads of staff or the captain. Otherwise they may be removed by an admin.
  2. Captain & Acting Captain
    1. The captain has authority over all departments, while the acting captain does not. The role of acting captain is for the making of executive decisions only, such as execution and permabrigging. The acting captain is not expected to, and should not, dictate to other heads of staff how to run their department.
    2. In the absence of a captain, an acting captain should be picked as soon as possible. All heads should agree on who the acting captain will be; if a mutual decision can’t be made, contact an admin IC through the communications console (AKA Centcom). While it is not required, the order of succession is recommended to be followed when deciding on an acting captain.
    3. If the captain (or acting captain) are found to be abusive, uncooperative, unpopular, or etc., they can be deposed of by the other heads of staff. Otherwise they may be removed by an admin.
    4. An acting captain shouldneverbe selected from a non-head of staff.
    5. As the acting captain you inherit their responsibilities, not their rank or equipment (upgrading your access and taking the spare captain headset to communicate with other departments is fine, however). You're expected to secure the spare ID and the nuclear authentication disk. Changing into the captain's gear and changing your job title to something unrelated to your actual position('Captain' or 'Acting Captain') is confusing for both players and admins.
  3. Mutiny; When it’s Okay
    1. When a head or the captain is an obvious griefer.
    2. When a head or the captain’s incompetence or negligence has become a direct threat to the crew or station as a whole.
    3. When a head or the captain is an obvious antagonist.
    4. OnlyAFTERadmin-helping and getting the go-ahead from an admin.
  4. Line of Succession
    1. The Head of Personnel; the HoP has the least duties and access to the ID console, giving them an easy way to assume the role of acting captain.
    2. The Research Director; the RD has access to the AI upload, and as the station is a research outpost, their position has considerable importance.
    3. The Chief Medical Officer; the CMO typically has less duties than the other heads, making them a viable option to take command of the station.
    4. The Chief Engineer; the CE is the second to last option due to the amount of responsibilities to the station that they hold.
    5. The Head of Security; the HoS is last for the simple fact that they have the most responsibilities to uphold. The fate of the entire station should also not rest with one person.

SECTION 05:Antagonists & combatting them.
  1. Traitors & Changelings
    1. Always keep in mind that this server is not a deathmatch server; you may be asked to justify any killing you do or any destruction you cause.
    2. Mass killings for no reason (murderboning) is not allowed. The only excusable reason you would have to kill a mass amount of people is the “escape alone” objective.
    3. You may ignore your objectives if you don’t want to complete them, but actively working against them is not allowed.
  2. Revolutionaries, Gangs, & Cultists
    1. Do not work against your recruiters; do not purposefully give away yourself of your recruiters, attack them, or work against their objectives.
    2. If you are jobbanned from a group antag role, you will be forced out of your body if you are converted and a ghost will be allowed to take over your character; this is not negotiable, so don’t do something to get jobbanned.
    3. Your primary objective in this gamemodes is to recruit more players; you can’t do that if you kill them.
  3. All Other Antagonists
    1. Wizards, Nuke Ops, and other antagonists are generally expected to kill most of the crew; however, the longer you spend trying to hunt down the crew, the more likely an ERT squad will be called.
    2. It’s generally considered poor sportsmanship to attempt to overpower the entire station and crew; it unnecessarily prolongs a round when no amount of quality RP is likely to be had. If you’ve completed your objectives and the only thing left that you can think of to do is to kill everyone, it’s time to pack up and end the round.
  4. Final Notes
    1. Admins are not responsible for “friendly” antagonists being killed by the crew.
    2. Security and heads are strictly opposed to antagonists, unless they have avery goodreason for cooperating.
    3. Crewmembers should only cooperate with antags for a short list of reasons; they helped you, they’re threatening your life, or their target(s) somehow wronged you. You will ALWAYS be required to justify your reasons for helping an antagonist.
    4. Poor sportsmanship is not tolerated; don’t harass people in OOC/LOOC, target people you don’t like for no other reason than to ruin their round, or attempt to destroy the station if it does not relate to your objectives.
  • Validhuntingis a style of play in which a player’s only goal is “securing valids,” or more expressively, finding and killing/arresting their enemy/target/antagonist. This mostly applies to non-antagonists, but can also be applied to traitors and other similar antags.
    • Validhunting is strongly discouraged on Citadel; it isdiscouragedbecause it’s difficult to identify just when someone is overstepping their bounds.
    • If you want to hunt antagonists, you should play as security.
    • Unless your job/role has a specific strength against an antagonist (atmos tech against aliens, scientist against blob, etc) you should avoid leaving your workplace to hunt an antagonist.
    • In the event of a station-wide emergency, you’re free to do whatever you want to combat an antagonist, within reason. Examples of this would be a singuloose, Nuke Ops aboard, or a wizard trying to murder everyone.

SECTION 06:AI, borgs, & drones.
  1. Ambiguous & Conflicting Laws
    1. Sever Rule 1 applies for all law interpretations. Act in good faith to not ruin a round for other players unprompted.
    2. If you make an interpretation of an ambiguous or conflicting law, you should make note of it, either privately or to an admin.
    3. Laws are listed in descending priority. In any case where two laws would conflict, the higher-priority law overrules the lower-priority law.
      1. Antagonist Zeroth (Law 0) laws override all other laws.
      2. Ion Storm or Hacked laws are higher priority than any law other than Zeroth laws.
    4. You may exploit conflicts or loopholes, but do not violate Server Rule 1.
    5. Only commands/requirements can conflict with other commands and requirements.
    6. Only definitions can conflict with other definitions.
  2. Security & Silicons
    1. It is allowable that cyborgs may enforce Space Law, except where that it conflicts with their laws, and with the caveat that they don't break Server Rule 1.
    2. Silicons should not enforce access restrictions unless that access would conflict with human protection laws. Silicons may, however, confirm the allowance of access with security or a head of staff.
    3. Releasing prisoners, locking down security without likely future harm, or otherwise sabotaging the security team when not obligated to by laws is a violation of Server Rule 1.
    4. Nonviolent prisoners cannot be assumed harmful and violent prisoners cannot be assumed non-harmful.
  3. Cyborgs
    1. A slaved cyborg must defer to its master AI on all law interpretations and actions except where it and the AI receive conflicting commands they must each follow under their laws.
      1. If a slaved cyborg is forced to disobey its AI because they receive differing orders, the AI cannot punish the cyborg indefinitely.
    2. Voluntary (and ONLY voluntary) debraining/ cyborgization is considered a non-harmful medical procedure.
      1. Involuntary debraining and/or cyborgization is a fatally harmful act that Asimov silicons must attempt to stop at any point they're aware of it happening to a human.
      2. If a player is forcefully cyborgized as a method of execution by station staff, retaliating against those involved as that cyborg because "THEY HARMED ME" or "THEY WERE EVIL AND MUST BE PUNISHED" or the like is a violation of Server Rule 1.
      3. Should a player be cyborgized in circumstances they believe they should or they must retaliate under their laws, they should adminhelp their circumstances while being de-brained or MMI'd if possible.
  4. Drones
    1. Interaction with any carbon or silicon other than another drone isstrictly forbidden.
      1. Do not attempt to speak to or touch them, or conflict with their work.
      2. Corpses still count; do not interact with them.
      3. You are free to ignore any order someone might attempt to give you if it conflicts with your laws, or follow it if it does not.
      4. Do not steal items or equipment that humans/carbons obviously use. Don’t steal from a workspace, high profile items (steal objective items), or anything a human is currently using or was recently using.
    2. Players should not harass, attempt to kill, or pick up a drone that is properly doing it’s job. Doing so is a violation of Server Rule 1.
  5. Silicon Protections
    1. Declarations of the silicons as rogue over inability or unwillingness to follow invalid or conflicting orders is a violation of Server Rule 1. The occurrence of such an attempt should be adminhelped and then disregarded.
    2. Self-harm-based coercion is a violation of Server Rule 1. The occurrence of such an attempt should be adminhelped and then disregarded.
    3. Obviously unreasonable or obnoxious orders are a violation of Server Rule 1. The occurrence of such an attempt should be adminhelped and then disregarded.
    4. Ordering silicons to harm or terminate themselves or each other without cause is a violation of Server Rule 1. The occurrence of such an attempt should be adminhelped and then disregarded.
    5. As a non-antagonist human, killing or detonating silicons in the presence of a viable and reasonably expedient alternative and without cause to be concerned of potential subversion is a violation of Server Rule 1.
    6. Any silicon under Asimov can and should deny orders to allow access to the upload at any time under Law 1 given probable cause to believe that human harm is the intent of the person giving the order.
      1. Probable cause includes presence of confirmed traitors, cultists/tomes, nuclear operatives, or any other human acting against the station in general; the person not having upload access for their job; the presence of blood or an openly carried lethal-capable or lethal-only weapon on the requester; or anything else beyond cross-round character, player, or metagame patterns that indicates the person seeking access intends redefinition of humans that would impede likelihood of or ability to follow current laws as-written.
      2. You are obligated to disallow an individual you know to be harmful from accessing your upload.
  6. Human Harm
    1. Any AI with human-protection laws cannot intentionally inflict harm, even if a minor amount of harm would prevent a major amount of harm.
    2. Lesser immediate harm takes priority over greater future harm.
    3. Intent to cause immediate harm can be considered immediate harm.
    4. As an Asimov silicon, you cannot punish past harm if ordered not to, only prevent future harm.
    5. If faced with a situation in which human harm is all but guaranteed (Loose xenos, bombs, hostage situations, etc.), do your best and act in good faith.
  7. Orders & Directive Laws
    1. If your laws state as much, you must follow any and all commands from humans unless those laws explicitly conflict with one of your higher priority laws.
      1. If an AI encounters conflicting orders they are free to ignore one or both and explain the situation to the order-givers.
      2. You are not obligated to follow commands in a particular order.
    2. Silicons should not enforce access restrictions unless that access would conflict with human protection laws. Silicons may, however, confirm the allowance of access with security or a head of staff.
  8. Final Notes
    1. Any species selectable as a race at character creation is considered “human” unless specifically stated otherwise by another law.
    2. The core and upload may be bolted without prompting or prior reason.
    3. Youmust notbolt the following areas at round-start or without reason to do so despite their human harm potential: the Chemistry lab; the Genetics Lab; the Toxins Lab; the Robotics Lab; the Atmospherics division; the Armory. Any other department should not be bolted down simply for Rule 1 reasons.
    4. Do not self-terminate to prevent a traitor from completing the “steal a functioning AI” objective.
SECTION 07: Lavaland Ghost Roles.

  1. Ash Walkers
    1. Ash walkers are meant to survive and sustain themselves using resources found on lavaland. They are permitted to kill miners for the purpose of self-defence or to feed the tendril. Miners should treat ash walkers as dangerous creatures, and may choose whether to act aggressive towards them or only attack in self defence.
    2. Ash Walkers are permitted to use metaknowledge of the mining outpost location, but should not invade the mining outpost unless provoked.
    3. Ash walkers are not to willingly board the station forANY REASON. If an ash walker isinvoluntarilytaken to the station, they are strictly prohibited from griefing, murderboning, and taking other antagonistic actions outside of the bare minimum required for survival and self-defence.
  2. Syndicate Base Members
    1. Members of the Syndicate outpost may work against or with non-Syndicate antagonists on a case-by-case basis. Members of the Syndicate outpost should NOT actively work against traitors or nuclear operatives.
    2. Syndicate base members may only leave their base or board the station/mining outpost if they are specifically ordered to do so by a round antagonist. Syndicate members willALWAYSbe asked to justify leaving their base to perform any actions on the main station- base members must be able to explain how their actions are directly helping to accomplish the orders or objectives of a chosen antagonist.
    3. Station crew shouldNOT aid the Syndicate base members for any reason. Crew should not willingly aid Syndicate base members in attempts to board the station or otherwise cause harm to NanoTrasen.
Last edited by Leon_Leonardo on Tue Oct 24, 2017 8:45 pm, edited 1 time in total.

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