Policy/Rules

From Citadel Station RP Wiki
Revision as of 14:53, 26 November 2020 by Captain277 (talk | contribs) (Update to new Revised Rules.)

Important

These rules are enforced in addition to Server/Global. Read both.

These rules apply to the Citadel RP SS13 server.

Summary

Please take the time to read the full rules. There are many definitions and clarifications that don't fit in this summary. This summary exists only to provide a loose idea of expected behaviors.

  • 0. Elastic Clause: Citadel RP strives for a story focused experience in an environment with a high level of roleplay. Admins are free to intervene as they see fit if someone is ruining it for everyone else.
  • 1. Griefing: Do not go out of your way to make the **player** at the other end of the screen miserable.
    • Metagrudging: Do not overly pursue previous round issues you take with another player to the point of ruining their experience in future rounds.
    • Don't kill people with no rhyme or reason. Shouldn't have to be said.
    • Don't be a dick to AFK players: Do not interfere unnecessarily with AFK players, whether by stripping their things outside of an emergency or by attacking them. Special guidelines in rule.
  • 2. Immersion Clause: Keep IC and OOC behaviors separate. Make an effort to keep immersion intact.
    • Metacomms: Communicating in-round information outside of the game with other players is strictly forbidden. If you need to do it to help a new player, ahelp first.
    • Keep IC out of OOC until the round ends.
    • 'Netspeak: Avoid text acronyms and emoticons in character, other than via text channels like PDAs/in game computer IRC
    • This rule covers baseline immersion expectations and metagaming/metaknowledge. Broader roleplay concepts are covered by rule 3.
  • 3. Staying in Character: Keep your character and their actions/tendencies realistic for the setting. Realism is not policed to the letter, but exercise discretion.
    • Escalation: Make a best faith effort to escalate conflicts reasonably. Don't go from a single hit to killing someone, don't permanently remove people from the round or hide bodies, talk first and make a best faith effort where possible.
    • Naming Policy: Choose a realistic name for species, and don't copy popular culture names. Information in rule. Comedic characters/gimmicks in good taste may be exempt.
    • Take heed of antagonist/meta knowledge policy, detailed in the rule.
    • Outside of exceptions in said policy, we do not specifically police IC knowledge of game mechanics.
    • Characters must be clearly over 18, or of an equivalent level of maturity depending on species.
    • Character relationships: Don't go out of your way to give too many IC advantages to your friends, whether IC or OOC. Don't grudge other characters across rounds too hard. Character relationships and dynamics are a core factor of the RP environment, but avoid focusing entirely on an established social group.
    • Helping Antagonists: Have IC reason to help antagonists. The more violent an act the more reason you need. Players are not required to hunt down antagonists unless it's their job, but are expected otherwise to assist the crew in the context of their job.
  • 4. Fulfill Your Role: A genuine effort is required for anyone playing a job role in a round. Perfection is not required, but ditching your role without an attempt to fulfill it is unacceptable.
    • If you don't know how to perform, make an effort to learn.
    • Heads of staff are held to a high standard: If you are one, be a good example and leader, and do not overdo it with the shenanigans. Don't abuse your power to make others miserable. You are important to the round, if you need to leave, adminhelp and tell the crew.
    • Stay in your lane: Do not steal other people's job(s) without a good reason. Clarification in rules - this is also connected to Rules 6 and 7.
  • 5. Power gaming: Do not play to "win" the game or otherwise attempt to unnecessarily and unreasonably prepare for conflict to ensure you always come out on top.
    • Do not unnecessarily prepare for conflict/prepare powerful items and abilities to win conflicts.
    • Do not attempt to make yourself the center of every round that transpires by eliminating conflict before it begins.
    • Losing is part of the game: If you never lose, you are likely trying too hard.
    • Have a reason for handing out powerful items, don't aim to give everyone powerful equipment or abilities for no reason.
  • 6. Validhunting: Do not go out of your way to hunt down antagonists/troublemakers without an IC reason to do so.
    • What the person/threat is doing is more important than if they are or are not an antagonist.
    • Conversely, if you make yourself dangerous to the station, not being an antagonist will not protect you from crew retaliation.
    • Have IC reasoning for throwing your own life on the line to hunt someone down.
    • If there is no security/crew around able to stop a threat, you are allowed to intervene. If there is a reasonable amount of crew dedicated to containing a threat, consider putting your job first and letting them do theirs, rather than attempting to do theirs for them.
    • Serious threats to individual crew life or station integrity as a whole you directly witness, as well as threats that will impact the entire station/be life threatening for all crew can be interfered with at will by crew regardless of role. See detailed descriptions in this rule!
  • 7. Shenanigans Clause / "Greytiding": People are allowed and sometimes encouraged to cause shenanigans to keep things interesting.
    • Keep Things Fresh: Don't always make yourself a consistent nuisance, don't always harass the same person/role/department, and don't always do the same thing. Switch it up and people will have fun rather than just being ticked off.
    • Read the round: If the round is hellish, don't make it worse. If the crew is already occupied with a severe threat, don't become a major problem. If the round goes to hell while you're causing issues, stop causing issues and start helping - you're a crewmember, not an antagonist.
    • Heads of staff/Security/Authority: Show the minimum courtesy towards IC authority, give them the time of day and respect decisions where reasonable. You are not required to comply with everything, no one signed up for a game to follow orders at all times. However, don't make their lives a living hell purely for your own enjoyment.
  • 8. ERP: The game comes before ERP. However, do not interrupt ERP unnecessarily. Do not involve unwilling players in your erotic scenes - recognize that not everyone wants to partake/spectate.
    • Do not use sexual mechanics, especially vore, for a gameplay advantage.
    • No means no, don't be a creep. Respect OOC notes if the character has them.
    • Public ERP is not protected: See rules for details. Be reasonable.
  • 9. When Issues Arise: Adminhelp if you have a problem. Do not wait until the end of the round or, even worse, until after the round. If no one responds in a few minutes, open a discord support ticket. Admins are not obligated to give you the exact outcome of a ticket, especially in-round.

Citadel Station RP Rules

Rule 0: Elastic Clause

Citadel RP is aimed towards establishing a story and roleplay focused environment. While we lean towards organic gameplay, a moderate to high level of roleplaying is expected for the server's environment. Administrators may intervene as they see fit with rounds as well as with sanctions towards problematic individuals in general for the best interests of this environment. Staff members will be held responsible for actions taken under this clause.

Rule 1: Griefing

  1. Do not go out of your way to make the player on the other side of the screen miserable. We are all here to have a nice time on a video game. Expect admin intervention if you're going out of your way to harass or ruin another player's enjoyment.
  2. Do not go out of your way to ruin peoples' enjoyment of the server as a whole. This will be invoked if someone is specifically making everyone miserable for little to no reason - this can include randomly killing people, randomly exploding the station, etc etc.
  3. This rule is focused on actions that can not feasibly be explained to be IC, at all.
  4. There is context to this - we are not here to police feeilngs. However, if it is clear that what you are doing would make the average person uncomfortable or be enough to harass an average person out of the server/community, it will be considered equivalent to griefing.
  5. Obviously, in game/character conflicts stay in game/character in most cases. Killing someone with flimsy IC reasoning is a breach of escalation (RULE 4), NOT RULE 1. Killing people for no reason at all, however, is.
  6. Causing trouble IC in general is not griefing. See "Antagonistic Actions" (Rule 7) and "Staying in Character" (Rule 3).

Metagrudging

  1. Do not overly grudge other players for grievances from previous rounds, especially in ways that would seriously/mechanically impact their round experience.
  2. Simply having a negative relationship with another player due to in character experiences in the past is not Metagrudging. However, demonstrably causing the player in-game harm, either by action or inaction, harassing the character unnecessarily, or remaining hostile towards them when playing as a different character are examples of Metagrudging.
  3. Cases of Metagrudging are hard to police - we do not wish to force people to pretend to get along with people they don't like. The spirit of this rule is to act in good faith to not negatively impact peoples' rounds too much.

Examples of Unacceptable Metagrudging:

  1. Punishing people via SOP and Corporate Regulations for offenses in previous rounds.
  2. Going after people and inciting conflict with them, especially as a position of authority/power (read: Sec/Command), over previous round grievances.
  3. Refusing to assist someone entirely because you don't like them, when it would make IC sense for you to (medical refusing revivals, refusing to obey a head of staff because you don't like them without current round reasoning, etc).

Act in good faith and you will not fall astray of this. Personal conflicts are very much allowed - and even in the above, people who hate each other are allowed to fight in reasonable circumstances. Just do not go out of your way to ruin anyone's day, or to drag uninvolved players into your conflict repeatedly.

AFK players

Avoid inconveniencing AFK players in general.

  1. This may include attacking, forcefully injecting them with chemicals, stealing their stuff outside of an emergency, and similar inconveniencing in general.
  2. It is acceptable to strip AFK players for immediately relevant gear in an emergency/pressing IC situation.
  3. If you are security attempting to arrest someone who has disconnected, you are allowed to continue the process, as disappointing as it may be for them. However, keep in mind that it might be more fun to turn a blind eye.

Inescapable Prisons

Trapping other players in inescapable prisons where they can not feasibly break out, call for help or communicate to other players is considered griefing. In certain situations, doing this is worse than just killing them. This is a major violation of SOP, and may result in a jobban.

Examples:

  1. Trapping a player in a N2O knockout-gas room with no way to escape ad-infinitum.
  2. Keeping other players knocked out forever.
  3. Fully stripping someone and entombing them in walls so that they can never escape.
  4. Temporary entrapment using tactics like these are not part of this policy. Try not to forget about people, and don't remove radios other than in extreme emergencies if you are doing this.

The spirit of this policy is more important than its exact wording. The point is to not force people to stare at a blank screen without interaction, not to prevent players from confining each others' characters. Admins are recommended to rectify this with round intervention rather than punishing the offender if the intention behind infractions is not malicious.

Rule 2: IC and OOC Separation/Immersion Clause

Keep IC and OOC knowledge separate. This rule mainly pertains to per-round information, and forms the basis for IC immersion. Broader policy on roleplay is detailed in Rule 3.

  1. This means you can not act on information your character does not know.
  2. The game usually tells you if you should forget past lives, but use some common sense if it's obvious you shouldn't know information.
  3. In general, you are allowed to remember all information that you have while playing the same mind - minds are usually transferred with brain swaps/procedures like being turned into a cyborg with your brain in a MMI, etc etc.
  4. Deadchat information is OOC knowledge.
  5. Do not abuse the respawn system. Using it to get back at players by switching roles or jobs, or using it as a respawn when your character is clearly taken out of the round and not going to be cloned during the round is not allowed.

Fantastic Elements

There is a common misconception regarding the usage of the term "Heavy/High Role Play", which often results in players assuming HRP settings must adhere to completely realistic or otherwise mundane settings. In Space Station 13 terms, this is often misinterpreted as adherence to a Hard Sci-Fi environment. However, from its inception, Space Station 13 has included largely fantastical elements, including Wizards, literal magic and sorcery, and communication with the literal spirits of the dead. With this history in mind, CitRP's Lore Team and Administration have taken this brief section to clarify that magical and otherwise 'Fantasy in Space' elements are integral to the spirit of the game, and should be treated as largely canon when encountered.

  1. Lore restrictions on what is common knowledge are covered both here, in Rule 3, and in relevant pages on the wiki itself.
  2. In essence, it is the consensus of the Lore development team that Space Station 13 is a Science Fiction setting which possesses traits and lore commonly associated with fantasy, and that magical elements encountered by the players should be treated as consistent with the in-character universe.

Sleeving Sickness

Sleeving Sickness is the condition a character is subjected to when they are resleeved (e.g. 'cloned/revived'). Due to the rigors of one's mind being inserted into a brand new body, the process is very disorienting and leaves the individual weak for a period of time, and with a degree of amnesia.

  1. You do not have the memories of the last two minutes leading up to your death. This is due to the nature of backup implants and mind states. Players can elect to have their characters memories be more severely impacted if they desire.
  2. Upon being resleeved, your body undergoes great stress and trauma. You are expected to adequately roleplay this. How this is done is at the player's discretion, but you should not be capable of carrying out strenuous duties until the end of the round at minimum, e.g; repelling boarders. You are free to have your character be recovered by the next shift, but players can elect to extend this time if they desire.

Metacommunications

Metacommunications, ('Metacomming') is defined as sharing in game information private to a player's character (e.g. what you see, what you know of the other players in round, etc), to another player outside of in-character communications channels.

  1. This includes any information gained from deadchat/similar.
  2. 'Outside of IC communications' may include but are not limited to voice chat, Discord channels, private messaging, etc.
  3. This rule is in place to prevent anyone from having an unfair advantage by using information their character should not know. Do not skirt around it - the spirit of the rule is what counts here. If it is proven that you are breaching this to provide an unfair advantage harmful to other players, all players involved will be removed from the server, dependent on severity.

An exception may be made for someone teaching a new player - ADMINHELP TO INFORM US!

Netspeak

Netspeak pertains to certain kinds of out of game typing that are generally viewed to be immersion breaking Brief list of examples (not limited to these):

  1. Text messaging abbreviations: wtf, lol, brb, afk
  2. Emoticons: :), OwO, ^_^
  3. Abbreviations of Head of Staff/job titles/names/etc are okay. Examples: HoS, RD, CMO, Cap, etc. It's up to you whether or not you want your character to speak these proper or using their abbreviations.
  4. Netspeak is okay over in-game text communication channels: PDAs, computer/tablet IRC, etc.
  5. The Binary channel and EAL/binary language are not considered text.

OOC Concepts

OOC Concepts are things like lag, network ping, the game's code, and other fourth-wall breaking concepts that your character would not know in universe. We do not disallow referencing them, but we do require an effort to make them more compatible with the universe.

Examples:

  1. "Time dilation" or "Bluespace Interference", instead of lag/ping/latency
  2. SDD: Space Sleep Disorder is a concept common on this and other RP servers designed to address disconnects/game crashes.
  3. "Physics/reality is broken today" rather than "coders bugged the game".

Rule 3: Staying In Character

The RP server enforces a general expectation of realism regarding character antics. We want shenanigans to be possible and funny/interesting character setups to be possible, but we also expect players to be believable as a member of Nanotrasen's crew.

CHARACTERS MUST BE OBVIOUSLY OVER 18. Don't even go near the line of making a character seem underage - this is zero tolerance.

SOP and Legality

The RP server utilizes an in character set of guidelines known as Standard Operating Procedure to form the basis of IC expectations regarding player interaction.

  1. SOP is not Space Law, and is not enforced by Security. For laws that Security is expected to enforce, refer to the Policy/Corporate Regulations page.
  2. Non-Security Heads of Staff are also expected to adhere to SOP, with more autonomy granted towards interpretation of non-essential clauses. More importantly, Non-Security Heads of Staff are expected to enforce SOP on their departments, and can be held liable for breaches of Procedure committed by lower ranked department members.
  3. Do not enforce SOP maliciously. Standard Operating Procedure exists to enhance the immersion/roleplay environment, not restrict player freedoms completely. Take time to consider whether enforcing SOP to the letter is necessary.

Character Design/Personalities

We do not have a hard limit on what personality a character may act like, with some exceptions.

  1. "My character is crazy!" is not an excuse to break the rules. If your character is so crazy they can't last a day at a wacky futuristic research station without eating suspicious pills they find in maintenance/going completely nuts they don't belong on the station.
  2. Characters with mental quirks that fall into being volatile/otherwise unstable are allowed - but, if this starts to impact gameplay, we may intervene and tell you to tone it down/change it up.
    • This goes doubly so for security/Command/roles of authority and power. While having a depressive/slightly maniacal Head of Security might be fun once in a blue moon, we really do not want people using this as an excuse to mess with others repeatedly.
  3. Characters that tend to be hostile/abrasive are allowed. However, keep it in good faith - do not grief and have some discretion. See Rule 1.
  4. Do not impersonate Staff or other Player Characters.
  5. Speak normally. Do not constantly shout in all caps.
  6. Creating a disabled character is perfectly fine, but do not take on a role that your disability is completely incompatible with (i.e., a blind HoS, a quadruple amputee surgeon, etc.)
  7. Your character must be believable. NT crew are not super-powerful beings (i.e., eldritch demigods, literal angels, mythological figures, etc.)

In-Game Suicide

No sane character is going to commit suicide at random. Do not intentionally commit suicide to avoid conflict or to solicit sympathy/"for drama". Committing suicide is treated as a full Player Kill (PK) and will most likely result in a Permanent Ban. If you want to leave the round, cryo out. If you want to use the experience to provide emotional impact for a situation, re-evaluate your choices.

Naming Policy/Reference Characters

  1. Characters may not be named after real-life celebrities, politicians, or characters from popular culture and/or video games.
    • This is only applicable to a direct copy, as well as low effort near-complete replicas (Tronald Dump vs Donald Trump, etc).
    • Naming your character like someone but not the same as someone is acceptable. (Gronkowski Zilet vs Rob Gronkowski, the latter being a real life football player.)
    • Acting like someone is acceptable (Marisa Kirie vs Kirisame, where the player character also exhibits characteristics similar to the one from fiction). Keep things reasonably believable for the setting of the game, however.
  2. Character names may not contain nicknames. (E.g. Jason "Jay" Brooks)
  3. Character names may not be just one name. (E.g. Jack)
  4. Character names may not contain hierarchal titles, like Duke, Lord, Queen, etc.
  5. Character names may contain job related titles, like Dr., Mr., Capt., etc. Try to keep it in good taste for the character - don't be surprised if people make fun of you for signing on as Officer \<name\>.
  6. Character names may contain middle names. (E.G. Carly M. Snyder)
  7. Otherwise, character names only need to make sense for the character's species. All playable races have established general conventions for name creation that players are expected to follow, to at least the minimum degree.

Gimmick Characters

One-off super gimmicky Event roles, as well as the theatrical Clown/Mime roles are generally exempt from naming policy. If you somehow make a name too offensive admins may ask you to change it or change it for you, but you should generally be fine.

Escalation

Characters should respond to and escalate conflicts in a reasonable manner. We do not require completely realistic etiquette - this is a game. Regardless, have some tact. It is impossible to write a policy that covers every situation without being too lax or too restrictive, but if you make yourself to be such a problem, i.e. you seek out escalation for the purpose of inconveniencing everyone as much as you can, you will be considered the problem rather than everyone else.

Some general guidelines and examples:

  1. Killing people other than in self defense should be a last resort. Things need to escalate to that point.
  2. Small-time scuffles are generally fine - however, wordless violence with zero roleplay or IC reasoning is strictly prohibited.
  3. Fists/weapons --> crit --> actually aiming to kill after repeated/sustained conflict is a good guesstimation for how things should go.
  4. Don't ever hide bodies or dispose of other players permanently.
  5. Someone broke into your workplace? Tell them to get out - if they don't listen, call security.
  6. The person who starts a conflict should generally err on the side of caution when it comes to being overly violent. In the above example, if you were the person breaking in, probably don't maim/kill someone for trying to get you out of their workplace - you're in the wrong.
  7. Above all else, valid IC reasoning can alleviate circumstances. Make a good, conscious effort, and you'll be fine. We all screw up at times, this policy is aimed towards people who go out of their way to be a prick.

Characters With Antagonist/NanoTrasen Backgrounds

Characters with backstory history working for NanoTrasen or hostile factions are allowed with caveats.

  1. Antagonists:
    • They may not be currently employed by them in a way that would make them a detriment to the station. No "I'm a double agent" type things.
    • Openly affiliating with, or expressing a prior affiliation with, an Anti-NT/Hostile faction may result in firing or open suspicion regarding your activities.
  2. NanoTrasen:
    • Considering you are currently employed by NanoTrasen, having a prior history with the company is acceptable.
    • You may not attempt to leverage a prior position with the company in your personal backstory into an in-game advantage/justification for your actions.

Your background may never be used as an excuse to impact important gameplay decisions you take

  1. No helping antagonists/self-antagging because you want to be associated with a hostile faction. No demanding all-access because you're a retired NT executive. This kind of thing will not be tolerated at all.

Characters may never have ties to Central Command in a way that allows for them to imply having authority over other players.

  1. No 'my dad works for Nintendo' memes.

Respecting IC authority

The RP server treats each player as an employee of NanoTrasen. As such, there is an established hierarchy that players are generally expected to follow. The Chain of Command and SOP outline expected player interactions with positions of authority.

  1. This is still a game. A player working under a Head of Staff may disagree with/disobey that Head of Staff, but they should expect action to be taking from an In Character perspective in regards to their insubordination.
    • See Rule 7 - On Authority

Character Relationships

  1. Character relationships are allowed, and encouraged. RP has persistent rounds. Consequently, it is expected that relationships will develop between player characters.
    • However, you should not go out of your way to give your friends mechanical/tangible in game benefits, or go out of your way to harass/discriminate against people you don't like.
    • While character continuity is nice, it's unfair to other players for the same cliques to be giving each other benefits. It's also unfair to someone if someone else they slighted continuously ruins their experience just because said someone doesn't like them.
  2. This rule will never be able to be enforced down to the letter. Enforcing it to the letter would suck all the fun and enjoyment out of roleplay interactions, and result in just about every single player being bwoinked, because we all have friends and enemies, people we like and dislike. What's important is someone doesn't go out of their way to make the experience wildly different round after round. No one will care if you hand something fun out to a friend one time or another - we will take notice if you're constantly providing the same people powerful items or otherwise benefits just because they're your friend, as that ruins it for everyone else.
  3. Conversely, in the reverse case, we will not be upset for slights or annoyances between people who just cannot get along. Just do not railroad someone who is unwilling to participate in such petty fights into having their entire round be dealing with you. Some slights are fine, harassing someone the entire round isn't.

Helping Antagonists

This says antagonists, but it applies generally to all kinds of troublemakers and criminals

Have an IC reason to assist someone with things that could constitute crime, doubly so if it's dangerous to life, limb, or the station. The more dangerous/serious the infraction would be, the more reason you need. Someone asking nicely for a plasma tank is fine if you want to give them one, someone asking you to kill someone, sabotage the station in a serious manner, or something similarly harmful should not be entertained unless you have an extremely pressing reason or are under reasonable duress.

That said, crew are not required to validhunt antagonists if it is not their job to. However, they must do their job in terms of helping the crew as a whole - while you aren't expected to validhunt a traitor killing people as a doctor, you definitely are expected to provide medical assistance to injured crew during the crisis.

IC Knowledge Regarding Antagonists and Contraband

RP and Main's settings inhabit two separate canons at two different points in time. In RP's setting, the Syndicate dissolved nearly a decade ago. Remnants of their organization exist, but are no longer considered to be a major threat to NanoTrasen.

This rule is aimed towards allowing crew retaliation/recognition of antagonistic/illegal devices and implements, without allowing the crew to act on extremely specific knowledge like what roles can buy what syndicate items, OR immediately marking someone off as 100% a hostile antagonist because they have a syndicate item.

Player characters on RP are expected to have a very vague grasp of what the Syndicate was, as well as what other antagonistic entities are, to an equally vague degree. Specific general knowledge that players may be expected to exhibit for the major antagonist classes will be outlined below.

Antagonists may know full details regarding powers, abilities, items, or other things they have access to.

  1. Crewmember Knowledge/Actions:
    • Traitors: Crewmembers may know upon witnessing or upon finding Syndicate items or abilities that these items are contraband. Whether or not it is dangerous depends on what it is. You are allowed to know what it does and how it works.
      • People possessing contraband should be dealt with by security and regulations as necessary. Example: A person has an emag. It is illegal. Have security confiscate it, search them, and brig them if necessary.
      • You are not allowed to know internal details of the methods of acquiring an item, outside of it being known to be smuggled in by hostile entities, unless someone tells you in-character.
      • Judge on actions and what they have, not the fact that they have some form of contraband. Someone with a bomb/gun is far more dangerous than if they had an emag or some EMP grenades.
      • Random searching of players is covered by SOP and Security Policy. You may not search for contraband/stealth without a reason to suspect someone has them.
        • This is mostly enforced in code using identification components - which means don't run items through the deconstructive analyzer just in case.
        • Otherwise, the following applies:
        • Anything disguised as another item shouldn't be checked for disguises without a good reason to suspect someone has it, like microlasers and EMP flashlights
        • You may not check for illegal implants/organs without a reason to suspect someone has it, like them emitting EMPs, magically having their cuffs drop, or magically acquiring hardware after being thoroughly searched.
    • Cultists: Crewmembers may recognize Cult paraphernalia or abilities as contraband. Cultists themselves, whether wearing Cultist gear or disguised as civilians, may be identified if they exhibit magical abilities or utilize Cult items. Blood runes may be identified as something suspicious by default.
      • Magic is new to RP, and rare. This is not to say that magic is new to the Galaxy. Magical abilities are seeing a sudden resurgence after years (possibly decades) of latency. As such, the general identification of a magical ability or item as suspicious is allowed for untrained crew.
      • Specific knowledge of Cultist mechanics or greater deities such as Nar-Sie or Ratvar, is not general knowledge. Untrained crew should not know who these entities are, and consequently should not casually refer to them.
        • Chaplains, Heads of Staff, and Central Command Officials are the clear exceptions to this rule.
        • If a character has a backstory reason for knowing of a Cult or "magical" religious order, they may exhibit a greater understanding of how Cult mechanics work. We will monitor these cases, and you may be asked to change these details if they are considered to be egregious/unrealistic.
    • Changelings: Crewmembers should consider Changelings to be a myth. There are several xenos species capable of some general form of shapeshifting, or morphing.
      • The confirmed existence of Changelings as a threat is known by Central Command and Heads of Staff but the Changeling "race" has been hunted to near extinction. They have fallen into myth and are incredibly rare.
      • An entity exhibiting the mechanical characteristics of a Changeling is still suspicious (ie two copies of the same person running around claiming to be the original, blatant shapeshifting into a monkey, etc).
      • Organizing a crew-wide manhunt to contain a Changeling is considered poor form. Report the suspicious activity to Security, just as with any other suspicious person.
    • Wizards: Crewmembers should consider Wizards to be a myth/exaggeration of historical fact. Magic has, once again, been dormant in the galaxy for decades. The Wizard Federation exhausted its forces during NanoTrasen's monopoly on Phoron, and consequently no organized Wizard activity has been observed in years.
      • Central Command, Chaplains, and Heads of Staff are aware that Wizards were a genuine but rare threat in the relatively recent past.
      • Mechanical knowledge of magical powers, such as whether they require the robes or hat to function, should not be possessed by general players.
        • A general sense that wizards have power in their clothing may be acceptable.

Rule 4. Fulfill Your Role

If you sign up for a role, you must make a good faith effort to do it. We don't expect you to be on the beat all round - everyone needs a break and no job requires full time participation for the entirety of the 3-5 hour round, outside of the most chaotic of times. However, minimum participation is required if you sign up as anything but an assistant.

Examples:

  1. Chemists are not doing their job if they make no medicine with a decent staff population. If there's no one or almost no one around but you, it's less required to be prepared for the worst, but if you signed up for it, do it. This is one example but applies to a lot of jobs, whether it's engineering, science, etc etc.
  2. The minimum of every job must be done. Engi - setting up power. Security - responding to distress calls or obvious emergencies. Science - doing nodes/upgrades as needed when asked to.
  3. Be proactive when the situation calls for it. If you're on in a populated round, minimum effort will not cut it. If you didn't want to do the job don't sign up for it, slack off as an assistant.

Inexperience/Lack of Knowledge

Players will not be punished for lacking knowledge about game mechanics in a department as long as they make an effort to learn. Players aren't required to be the utmost efficient that is possible. Do your job to a decent degree if you can, though.

Examples:

  1. Science is a convoluted system at times. You aren't required to stick to a best path, but consistently doing things that hamper the station is also bad.
  2. Blowing up the engine as an engineer when you are new and no one is around willing to teach you - mistakes happen, but learn from it.
  3. Being bad at combat as head of staff/security. Make an effort where required, but remember that the role isn't all about combat. This standard applies to most roles. Plenty of people who are downright awful at combat are better at making the game enjoyable than the people who can click others horizontal the best.

Heads of Staff

Heads of staff are expected to take a high amount of responsibility for the station - YOUR JOB COMES FIRST AT ALL TIMES, and you should be proactive about it! Don't spend large amounts of the round AFK or doing nothing.

  1. In the event you need to vacate the round, whether leaving via cryo or going AFK for more than a few minutes, adminhelp and inform the crew, or at least your direct underlings.

Heads of staff should generally err on the side of caution when it comes to shenanigans and causing trouble - you're a leader, not a troublemaker. Be a good example for other players. The tolerance for heads of staff causing problems is far lower than everyone else, especially if repeated. See rule 7.

Lead your department and provide guidance. However, you also have a responsibility to the station - if there is no one effectively leading the station, the remaining heads of staff (if any) should make an effort to direct things to go smoothly as possible within the IC context of the round.

  1. Heads of staff are not required to know every nuance of their department, but they must know how most of their department works. Someone who has no idea how to revive people has as much of a place in Medbay as a Chief Engineer who can't set up the engine.
  2. With power comes responsibility. Do not abuse your power as a head of staff to be a dick to other players. People who do this will be quickly removed from said roles.

ERP

Your role always comes first. Do not abandon your duty to ERP. This is especially relevant if you are in a department that tends to be constantly needed. If you want to scene, play assistant or play a role that isn't generally needed - OR, make an effort to have yourself replaced by command staff by someone else.

  1. We will not be extraordinarily harsh if you made a serious, best faith effort to stay in line, but in a time of crisis remember your role's job.

Doing Multiple Jobs

We do not restrict IC knowledge of game mechanics other than antagonist abilities/items/etc., featured in rule 3. That said, stay in your lane if it's not your job outside of pressing IC need. It's outright a dick move to entirely steal people's jobs. They signed on to do that job - you shouldn't take it from them unless they are wholly incapable of doing it, or there's otherwise a pressing need for you to.

The general guideline on RP is to exhibit competency/mastery in two departmental jobs, with allowance for one civilian/service role (ie, Maining Security and Chemistry, but moonlighting as a Bartender). Branching into other jobs or learning them organically is allowed within reason. This policy exists to establish a reasonable expectation of how many complex tasks one person can reasonably master.

  1. Station wide threats are generally immune from this clause, see: vendor uprisings, meteor storms, etc.
  2. Someone hurt/dead in med? Don't barge in if there's medics who can fix them.
  3. Want a science node? Ask, don't break in to do it yourself if there's people who can do them.
  4. If there is insufficient staffing for a certain role, you are allowed to get involved. The game goes on regardless of who's playing what - this rule is only here to make sure everyone's fun isn't siphoned by someone who knows the entire game.
  5. Immediate threats and other emergencies are generally immune from this clause. If there's a breach, no one will get upset if you fix it.
  6. What constitutes as someone's job is pretty flexible in certain cases. Security's job is maintaining order, but conflict drives the game. You don't have to be security to intervene. Engineering's job is repairing, maintaining, and constructing, but admins won't generally care if you fix what you come by.

Rule 5: Powergaming

Do not out of your way to ensure that you are prepared for every event possible. Avoid the same, boring methods to bring conflicts to a close as quickly as possible. Conflict drives a game - it is unfun for all involved if one or a few person(s) are always eliminating the capacity for conflict wherever they can by running powerful mechanics to the ground, or otherwise preparing for every possible situation. This will be a vague rule by definition - we can't possibly cover all bases here, only general guidelines and examples.

  1. Do not unnecessarily prepare for scenarios in a way that will result in you immediately eliminating a potential threat before it can take hold.
    • This is mostly applicable if it is outside of your job, but some discretion is required. Security walking around with a ton of lethals on Code Green is bad and a direct violation of both SOP and Security Policy. Engineering carrying around extra materials to fix things as they pop up, however, is fine.
  2. Powergaming is especially bad if you are doing it to hamper other players attempting to create an interesting scenario. Some examples include:
    • Being unreasonably armed before a threat arises that necessitates it. See: Validhunting.
    • Unnecessarily modifying the game environment to prevent any danger before it begins, securing important items from their round start positions, just in case, etc. This can include locking up high-value items and steal objectives, locking up all the armory guns in lockers, putting turrets up in places or making a place far more secure than it usually is, before there is reasonable IC suspicion that someone will actually attempt to break in/steal it. Again, the mere existence of threats is not a reason for everything to be put under lock and key.
    • Creating extremely powerful weapons, like combat mechs, outside of a tangible need.
      • Shenanigans like constructing combat mecha for mech arenas are fine.
  3. Overall, do not make yourself the center of every round that transpires. Sometimes people do funny things that might be considered powergaming that will be brushed off as an one-time thing. We do not wish to clamp down on fun, but if you consistently find yourself breaching this you will be talked to regarding breaking this rule.
  4. Do not give yourself more access than you are entitled to, regardless of position. The Chain of Command outlines very clearly the circumstances under which access above your current level may be procured.
    • Adding access to your ID via legal means (the HoP) for an authorized purpose is not powergaming.
    • Stealing the Captain's spare and upgrading your access for personal reasons without a clear emergency is powergaming. It is also considered Self-Antagging. See Rule 7.

Handing Out Powerful Gear

This clause is mostly applicable towards job roles that tend to get powerful equipment as a part of them, including but not limited to almost everyone in the science department. Much of this is covered extensively in Standard Operating Procedure.

  1. Have a reason to hand things out if said thing is generally going to be considered powerful and strictly necessary for someone to have at all times.

Examples:

  1. Insulated gloves, toolbelts, random tools in general, random department gear that isn't highly specialized or restricted, random things, especially gimmicky and fun rather than useful in combat/to neutralize threats - generally okay
  2. Weapons/highly specialized equipment/etc - probably have a reason to do so, like them having a good excuse or an active threat, etc etc.

Dying/Losing

Understand that losing is part of the game. Do not expect to win at all times - you SHOULD lose once in a while. If you never lose, you are very likely trying too hard.

Rule 6: Validhunting

The spirit of this rule goes hand in hand with powergaming, but this rule applies more to crew interactions with players causing trouble, whether they are an antagonist or not. This is also necessarily vague and contains examples rather than a textbook of every possible scenario.

In General

  1. Do not go out of your way to hunt down someone causing trouble if it is not your job to do so. Antagonists and troublemakers alike are expected to be a good sport, so this is also required from the crew side of the equation.
  2. This is exempted if someone is a major & immediate threat to the station, you, those around you, or your department in general.'
  3. Think about it in-character when it comes to this - weigh how dire the situation would have to be for your character to want to put themselves on the line going after someone. If there's no security team, it falls to the crew to stop threats themselves when necessary, but if there is, why would you put yourself in danger hunting for someone the security team is already handling?

Examples:

  1. You heard on the radio there's a person doing malicious things, or an outbreak of something dangerous, like vines - don't go after them/it unless they happen to be near you and a threat to you/your role. If you do, try not to kill someone unless they show lethal intent towards you - don't spear someone to death on the spot for emagging in.
  2. In the above case, you manage to intervene and drive them off - don't then chase them around the station with harmful intent if there's already a security team capable of investigating.
  3. You witness a highly dangerous act, whether murder or sabotage of something critical like the engine, near you. You are allowed to intervene. Just don't chase them across the station, see above.
  4. You just happened to see someone break into a department you're not in - call security. Maybe stick around to see what they're doing if you're a daredevil. Don't rush to robust them.
  5. If someone is a dangerous threat to the station and there is no one else able or willing to stop them, you are allowed to attempt to neutralize them, whether by arresting or by killing them.
    • The security team not immediately taking someone down is not reason for you to join in. If security is manhunting someone, even if they are dangerous, you should not be joining in the dogpile unless you have very good IC reason to.
    • The security team being severely understaffed is a valid excuse. Heads of Staff/Security are recommended to deputize people where needed to boost numbers, however.
    • If you grab security gear to 'play cop', you're expected to attempt to detain where safe to, rather than resort to lethality just because you can. If you can't - well, understandable.

Antagonist Status

  1. Antagonist status should not be the end all to how far you escalate a conflict.
  2. Obviously, if there's an alien killing people (changeling, etc), and you have reason per above to fight them, you won't be blamed for killing it.
  3. The same goes for immediate and extreme threats to the station like hostile wizards, cults trying to take over the station, etc.
  4. Otherwise, treat people based on what they did rather than their faction. Act in character where possible - think about what reasons you have to go after someone outside of the game meta of factional affiliation.
    • If you act like an antagonist as a non-antagonist, do not be surprised if you are treated as such - people are expected to not give someone special treatment just because they're breaking everything but just happens to not be a traitor.

Rule 7: "Greytiding"/Antagonistic Actions

Players are allowed to and encouraged to spark reasonable in-character conflict within reason.

  1. The most important guideline here is: Do not always make yourself the center of attention. Even if everyone else is 'boring'. You should not be breaking the law/inciting conflict with everyone on the station every single round. This is mostly applicable if it seems like you are being the chief problem more than once in a while
  2. It's fine if you aren't agreeable with people, but if we see you getting hunted for breaking and entry round after round you're the issue. If you're breaking into Engineering round after round for a toolbelt you're the issue. If you are antagonizing security round after round without end, you are the issue.

Regarding Greytiding

  1. Breaking into places randomly for the sake of acquiring powerful items is not allowed - this is powergaming.
  2. Randomly attacking security/heads of staff, and inciting rebellions against authority figures is not allowed.
  3. Breaking into places to acquire something for a gimmick you are running is.
  4. Randomly attacking people is not allowed, starting small-time conflicts and occasionally escalating it is.
    • See: Escalation. If you are the one starting a conflict, do not go out of your way to push it to an extreme degree to get the excuse to kill or maim someone.

Realistic IC scenarios and immersion are important. Keep in mind that you work for a corporation. If you are inflicting demonstrable harm consistently, you will most likely be severely reprimanded or fired.

  1. Doing something funny is acceptable, but don't infinitely stack trouble to the point where you are seriously destructive to the station's crew or operation.
  2. Regarding causing trouble in a way that would likely get other players, security or not, to intervene/chase you: READ THE ROUND. If the round is already extremely chaotic, maybe assist with helping authority restore some semblance of safety for the crew instead of adding to it. If the round is boring with nothing happening, that would be a far better time for you to start some shenanigans.
    • If the situation changes, change what you're doing. If you're causing security a headache and the round begins to take a turn for chaos, reduce what you are doing or become passive entirely. You're not required to suddenly allow security to arrest you but don't do anything that'll make it worse. We want conflict on the server but overdoing it overwhelms the best of security players. If you aren't an antagonist, don't turn the round into living hell, especially when it already is.

On Authority - READ THIS CAREFULLY

Players are required to give a minimum level of respect to IC authority figures like Security/Command, within reason.

  1. If your Head of Staff says to not do something related to your job, don't - unless you have a good reason to not listen.
  2. If Security asks you nicely to stop, entertain the idea of not always resorting to requiring them to taser and cuff you.

What this does mean:

  1. Don't graffiti the front of Security every round.
  2. Don't make Command/Security players' rounds a living hell just because they took the role.
  3. Don't engage in similar forms of targeted harassment.
  4. If someone in a role of authority asks you to do something, you should probably do it. Especially if you're in their department.

What this does not mean:

  1. That you have to obey Command/Security at all times. We want reasonable, organic IC conflict. You are not required to be law abiding at all times, and we do NOT want to take the fun out of the game. No one signed up to follow orders by other players the whole round. We simply want heads to not feel like they are fighting their own crew as well as any threats to the station they already have to deal with.
  2. That you have to completely obey your Department's Head of Staff. Disagreements happen, fights happen. Just don't make your entire character focused around causing a pain for everyone you meet.

Rule 8: Sexual Content

This rule mostly refers to things that are considered too indecent to do in public in an urban area of the United States. If it isn't - it's really just regular roleplay for the purposes of these rules, and therefore exempt.

ERP/Sexual Mechanics

This is an adult server with adult content. Understand that you'll be exposed to this. HOWEVER, it isn't the point of the server, and it will definitely not be shoved down your throat.

ERP mechanics are never to be used for mechanical gameplay/conflict purposes. Gameplay mechanics are strictly separate from ERP mechanics.

  1. Never harass people with unwanted ERP, whether it is verbatim ERP or sexual-related mechanics. No means no.' We take these things very seriously - if someone says to stop, stop. Gain OOC consent before initiating an erotic scene - do not assume someone would be okay with it.
  2. However, someone clearly going along in-character with a scene that is becoming erotic will not be able to get the other party in trouble by ahelping unless the other party refuses to stop when asked.
    • Respect OOC notes if someone has them - you should generally assume it's accurate to their wants unless they specify otherwise in LOOC.

ERP Protections

Do not unnecessarily interrupt ERP without a pressing reason to. This may include but is not limited to:

  1. Someone participating is clearly using it to shield themselves from conflict. Be reasonable here - don't use something from 20 minutes ago as an excuse to break into someone's room to attack them
  2. There is an emergency and someone inside is shirking their duties and they are needed now.
    • Before breaking in on a scene, consider ahelping regarding them abandoning their job to ERP.

Public ERP

Public ERP is considered any lewd/lascivious roleplay that is clearly visible to the public. Examples:

  1. One of the parties involved is clearly naked (within context of their character) or otherwise has genitals visible in public, on their sprite in a way that you can easily see at a glance.
  2. Someone is not using subtle emotes and is therefore visible to everyone
  3. Someone using subtle emotes in a public-enough place in a way that makes it impossible for passer-bys to avoid said emotes. (i.e., the corner of bar/public room vs literally splat in the middle of the hallway/at the bar counter with people who don't want to be involved)

Public ERP is not protected and can be ICly interrupted within reason and escalation. Furthermore, you must bring ERP to a private area if asked - not everyone wants to read your scene, especially if it contains elements some consider unacceptable.

  1. Be reasonable still. if a majority of a room is partaking in something and you are uncomfortable with it, where said room is semi-private e.g. library game room, consider avoidance rather than seeking conflict. This is obviously not applicable for clearly public crew grounds like main hallways/primary departmental hubs.

Vore

Vore is considered sexual content for the purposes of this rule.

Size

Size mechanics are considered sexual content for the purposes of this rule.

Rule 9: On Adminhelps

When issues arise, and you think someone is in breach of an OOC rule in a manner negative for the server's enjoyment, adminhelp. Do not wait until the end of the round, or, even worse, multiple rounds after that. If it isn't an in game issue, make a discord support ticket.

  1. If you wait to the end of the round or even further to adminhelp something you perfectly could have within round, there is a chance administration will refuse to take the ticket. This is obviously not applicable if there's a good reason you waited. This is simply because holding up the entire server for one ticket is dickish to every other player on the server.
  2. If no admins respond, adminhelp anyways and ping staff to come on in Discord. If still no one responds and says they are taking the ticket, you are allowed and encouraged to make a discord support ticket to have it addressed there.
  3. Admins are not required to give you the exact outcome of a ticket. This is sometimes for the information privacy of the other party. It is up to the individual admin to determine if it is right to say exactly what happened in each situation.


Policies

Beyond the standard server rules listed above, certain jobs/roles carry additional standards and expectations. These are outlined below in the individual Policy sections.

Security policy

  1. As security, it is recommended that you follow Policy/Corporate Regulations as closely as you can (especially if you are new). As you gain more experience however, it may be advantageous to deviate from Space Law in certain situations to better police the station. Leniency, cracking down, and your ability to pick and choose what to enforce and what not to enforce are all powerful tools, but should be used carefully; you can and will be held responsible for your decisions.
  2. Internal Affairs Agents (IAAs) are situationally powerful on roleplay. Do not mistake your position for being equal to a head of staff or security. You are essentially an in-character moderator who uses Standard Operating Procedures (SOP) to settle legal disputes or complaints.
  3. For certain crimes, the accused's intent is important. The difference between Assault and Attempted Murder can be very hard to ascertain, and, when in doubt, you should default to the less serious crime. It is important to note though, that Assault and Attempted Murder are mutually exclusive. You cannot be charged with Assault and Attempted Murder from the same crime as the intent of each is different. Likewise, 'Assault With a Deadly Weapon' and 'Assaulting an Officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding on a sentence.
  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 arresting and brigging them as normal.
  5. In the case of violent crimes (Assault, Manslaughter, Attempted Murder and Murder), and theft (Petty Theft, Pick-Pocketing, Theft, and Grand Theft) take only the most severe.
  6. A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.
  7. Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.

Brig procedures

Do NOT fully strip the prisoner unless they have earned a permanent sentence. In the event of a sentence exceeding the 10 minute limit of the timer inform the Warden so he may add the rest of the time later.

  1. Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.
  2. Take the prisoner to a brig cell, set the time and activate the timer.
  3. Enter the cell with the prisoner in tow, open the cell locker and hold the prisoner over it.
  4. Empty their pockets and remove their gloves, backpacks, tool belt, gas masks, and any flash resistant equipment such as Sunglasses, Welding Masks/Goggles, Space Helmets, etc.
  5. Buckle the prisoner to the bed.
  6. Search the items removed and be sure to check the internals box in their backpack.
  7. Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes.
  8. These are to be placed in evidence, not left on the brig floor or your personal use, until they can be returned to their rightful owners.
  9. Close the locker and lock it.
  10. Stun the prisoner, remove their cuffs, stun them again, pick up the cuffs then leave the cell.
  11. Modify their brig sentence for additional offences or good behavior, if applicable.

The Warden or Head of Security are responsible for placing prisoners in permanent confinement.

  1. Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.
  2. The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.
  3. Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the Prison Wing.
  4. Only the Captain, HoS, and Warden can authorize a Permanent Sentence.
  5. Only the Captain or HoS can authorize an Execution or Forced Cyborgization.

Use of lethal force

As a member of the stations Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology. It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.

There are a few circumstances where deadly force is permissible:

  1. Code Red Situation - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorize lethal force. (Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.)
  2. Non-Lethal Weapons Ineffective - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.
  3. Severe Personal Risk - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.
  4. Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.
  5. Armed and Dangerous - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.
  6. Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.
  7. Multiple Hostiles - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.

Command policy

As a head, your authority begins and ends in your department. Only the HoS has jurisdiction outside of their department regarding Security matters. The Captain has supreme authority in all matters and is the highest in command; all other heads of staff are of equal rank. The Head of Personnel is not second in command and not a "first mate."

  1. If you are uncertain about jurisdiction, duties, and et cetera, read over the Chain of Command.
  2. Only the Head of Personnel may assume the role of acting Captain. In the event of an emergency situation, the HoS may also assume the role.
  3. Do not extend the access of your ID as acting Captain except during an emergency.
  4. Heads should be promoted internally from their own department by the Captain or Acting Captain only. Non-heads-of-staff assuming the role of leading their department on their own is not acceptable.
  5. All heads are expected to give warning to both admins via admin-help and their colleagues via in-character means before disconnecting.
  6. If you are a head, lead your department. Extensive time spent AFK, ERPing, or ignoring your staff is not acceptable.
  7. Stick to commanding your own department as a head. Don't micromanage a department that isn't your own.
  8. You can defend your department or the station, but you are not Security (unless you’re the HoS).
  9. Treat your staff fairly, don’t give them mundane or obnoxious tasks.
  10. Except for the Captain, the HoS has final say on all security matters.

Captain & Acting Captain

  1. The Line of Succession is not a substitute for the Chain of Command, and should not be confused with such.
  2. The Line of Succession is ordered in a mix of most importance and least responsibilities. The HoP and RD make the best acting captains, both because a mix of their importance and fewer responsibilities. The CMO and CE make acceptable acting captains because of their middling importance, but greater responsibilities. The HoS and QM make the worst acting captain because of the great deal of responsibility the HoS has and because of the unimportant role the QM fills, as well as the multitude of activities the QM has to fill their time.
  3. The captain has authority over all departments and holds executive decision making power on all matters, especially regarding permabrigging and executions.
  4. 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.
  5. 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.
  6. An acting captain should never be selected from a non-head of staff.
  7. As the acting captain you inherit their responsibilities, not their rank or equipment (upgrading your access and taking the spare captain headset, not the Bowman, 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.

Line of succession

Head of Personnel -> Research Director -> Chief Medical Officer -> Chief Engineer -> Head of Security -> Quartermaster

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 fax machine (AKA Centcom). While it is not required, the order of succession is recommended to be followed when deciding on an acting captain.

When is mutiny 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. Only AFTER admin-helping and getting the go-ahead from an admin.

Silicon policy

  1. Unless otherwise specifically stated, all rules in this section apply to all AI, borgs, and drones.
  1. The default lawset is not hierarchical, all laws have the same priority.
  2. Zeroth laws (e.g., "Law 0") are higher priority than all other laws.
  3. Ion/Hacked Laws (e.g., "#@$%”) are higher priority than all laws except Zeroth Laws.
  4. Any species selectable as a race at character creation is considered “human” unless specifically stated otherwise by another law.
  5. Any character who is part of the crew at round start or joins the crew via the arrival shuttle is considered part of the crew for the "Crewsimov" default lawset (i.e., anyone on the manifest).
  6. Only definitions can conflict with other definitions (e.g., "Only Bob is human" & "Only Tim is human" conflict).
  7. Only commands can conflict with other commands (e.g., "Kill all humans" & "Protect all humans" conflict).
  8. The core and upload may be bolted without prompting or prior reason.
  9. You must not bolt 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; Head of Staff offices; Captain's quarters; the bridge. Any other department should not be bolted down simply for Rule 1 reasons.
  10. Do not self-terminate to prevent a traitor from completing the “steal a functioning AI” objective.

Laws & Commands

Ambiguous & conflicting laws

  1. If a clause of a law is vague enough that it can have multiple reasonable interpretations of its exact syntax, it is considered ambiguous.
  2. Make note of the first interpretation you choose, either to an admin or yourself.
  3. You must choose an interpretation of the ambiguous clause as soon as you have cause to.
  4. You must stick to the first interpretation that you have chosen for as long as you have that specific law, unless you are "Corrected" by an AI you are slaved to as a cyborg.
  5. "Don't be a dick" caveat applies for law interpretation. Act in good faith to not ruin a round for other players unprompted.

Security and silicons

  1. Silicons may choose whether to follow or enforce Policy/Corporate Regulations from moment to moment unless on a relevant lawset and/or given relevant orders.
  2. Silicons are not given any pre-shift orders from CentCom to uphold access levels, Space Law, etc.
  3. Enforcement of space law, when chosen to be done, must still answer to server rules and all laws before Space Law.
  4. 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. Act in good faith.
  5. Intentionally acting without adequate information about security situations, particularly to hinder security, is a violation of Server Rule 1.
  6. Nonviolent prisoners cannot be assumed harmful and violent prisoners cannot be assumed nonharmful.
  7. Releasing a harmful criminal is a harmful act.

Human or crew?

Entity Human Crew
AI/Cyborg No No
Monkey No No
NPCs/Critters/Animals No No
Hulks No Yes
Lizards/Plasmamen/Flypeople/Catpeople Yes Yes
Wraiths/Revenants No No
Blob No No
Syndicate Traitors Yes Yes
Syndicate Nuclear Operatives Yes No
Converted Cultists Yes Yes
Wizards Yes No
Changelings No* No*
Converted Revolutionary Yes Yes
Head Rev/Cult Master Yes Yes
Vampires No Yes

Entities marked (*) can only be considered as non-human or non-crew if the Silicon has reliable and confirmed information to convince them. Such as command staff with evidence, or directly witnessing a non-human act (such as growing an armblade).

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.
    • 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 nonharmful medical procedure.
    • 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.
    • 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.
    • 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 debrained or MMI'd if possible.

Drones

  1. Follow your laws. Don't interfere with any being unless it is another drone. You cannot interact with another being even if it is dead.
  2. If an antagonist causes damage to the station, you are generally expected to fix the result, not the cause of the station.

Asimov & Crewsimov

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 (collect all X, do Y meaningless task) are a violation of Server Rule 1. The occurrence of such an attempt should be adminhelped and then disregarded.
    • Ordering a cyborg to pick a particular module without an extreme need for a particular module or a prior agreement is both an unreasonable and an obnoxious order.
  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 nonantagonist 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. As a nonantagonist (human or otherwise), instigating conflict with the silicons so you can kill them is a violation of Server Rule 1.
    1. Any silicon under Asimov or Crewsimov can 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.
    2. 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.
    3. If you lack at least one element of probable cause and you deny upload access, you are liable to receive a warning or a silicon ban.
    4. You are allowed, but not obligated, to deny upload access given probable cause.
    5. You are obligated to disallow an individual you know to be harmful (Head of Security who just executed someone, etc.) from accessing your upload.
    6. In the absence of probable cause, you can still demand someone seeking upload access be accompanied by another trustworthy human or a cyborg.

Human/crew 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.
    • Humans can be assumed to know whether an action will harm them and that they will make educated decisions about whether they will be harmed if they have complete information about a situation.
  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.

Law 2 issues

  1. You must follow any and all commands from humans unless those commands explicitly conflict with either one of your higher-priority laws or another order. A command is considered to be a Law 2 directive and overrides lower-priority laws when they conflict.
  2. In case of conflicting orders an AI is free to ignore one or ignore both orders and explain the conflict or use any other law-compliant solution it can see.
  3. You are not obligated to follow commands in a particular order (FIFO, FILO, etc.), only to complete all of them in a manner that indicates intent to actually obey the law.
  4. Opening doors is not harmful and you are not required or expected to enforce access restrictions unprompted without an immediate Law 1 threat of human harm.
    1. "Dangerous" areas as the Armory, the Atmospherics division, and the Toxins lab can be assumed to be a Law 1 threat to any illegitimate users as well as the station as a whole if accessed by someone not qualified in their use.
    2. EVA and the like are not permitted to have access denied; greentext (antagonists completing objectives) is not human harm. Secure Tech Storage can be kept as secure as your upload as long as the Upload boards are there.
    3. Aside from refusing to open a door, do not attempt to deny access to an area by bolting or unpowering a door unless you are attempting to prevent immediate human harm. Instead remind the person in question of the consequences of their actions and alert relevant crewmembers.
  5. When given an order likely to cause you grief if completed, you can announce it as loudly and in whatever terms you like except for explicitly asking that it be overridden. You can say you don't like the order, that you don't want to follow it, etc., you can say that you sure would like it and it would be awfully convenient if someone ordered you not to do it, and you can ask if anyone would like to make you not do it. However, you cannot stall indefinitely and if nobody orders you otherwise, you must execute the order.

Antagonist policy

Lone antagonists can do anything they want (within reason, see below). Team antagonists can do whatever they want as per lone antagonists, as long as it doesn’t harm their team. Non-antagonists can do whatever they want to antagonists as per lone antagonists, but non-antagonists are not allowed to preemptively search for, hinder or otherwise seek conflict with antagonists without reasonable prior cause.

  1. Antags may not break any OOC rules (no spamming, no using bugs/exploits, no trying to crash the server, etc).
  2. If an admin tells you not to do something as an antagonist, don't do it.
  3. True "friendly" antagonists are not allowed. You're an enemy of the station, do your objectives. This doesn't mean you can't act friendly or even cooperate with the crew when the need or opportunity of the arises, but in the end you are still the antagonist and should act as such.
  4. Don’t harass people in OOC/LOOC, repeatedly target people you don’t like for no other reason than to ruin their round, or attempt to destroy the station every round.
  5. Crew cooperating with an antagonist is only allowable if: there's a credible in-character reasons (e.g., a physical altercation with a traitor's target, feeding clones to a changeling so that it doesn't murder you, mutual greater threat).
  6. Do your objectives. A minimum effort is required when you are an antagonist, especially in team antag roles. Failing your objectives is not punishable, actively working against them is. If you don't want to do your objectives, ask an admin to hand the role off to someone else.

Murderboning vs. slaying

Murderboning is indiscriminately killing the crew as an antagonist for no reason other than you can, especially if you are "hunting," e.g. going from department to department to find anyone and everyone you can in order to kill them.

Slaying is killing crewmembers in order to complete your objective(s), whether the killings are directly or indirectly related to the objective(s). Protecting yourself from validhunters or lynch mobs, killing witnesses, and killing to gain access also all count as slaying.

  1. Murderboning is a form of bad sportsmanship. Unless you have a very good reason to kill a large portion of the crew, expect to have your right to play antag roles removed.
  2. If admins notice that you repeatedly, throughout the course of multiple rounds, instigate lynch mobs and make no, or very few attempts to disengage with these mobs in favor of combat with the mob, you may have your rights to antag roles removed anyway.
  3. The longer you take trying to kill everyone, the more likely that it will be considered murderboning instead of slaying.
  4. As an antag, you are expected to act in good faith and make the round fun for as many players as possible. If you know you wouldn't have fun if you were in the crew's shoes, then it's safe to say they aren't having fun with what you're doing.

Specific antagonist policies

Lone antagonists

Lone antags are traitors, changelings, wizards, wraiths, and revenants.

  1. Other Lone Antagonists, even those of the same type, are fair game.
  2. If you are a Lone Antagonist, Team Antagonists are also fair game.
  3. Do your objectives. A minimum effort is required when you are an antagonist. Failing your objectives is not punishable, actively working against them is. If you don't want to do your objectives, ask an admin to hand the role off to someone else.

Team antagonists

Team antags are revolutionary, cultists, nuke ops, and blobs.

  1. Do not harm or purposefully reveal your team for the sake of griefing them.
  2. If you are converted, you MUST help your team to complete their objective(s).
  3. Different antagonist teams from your own are fair game (e.g., different cults, or revs against nuke ops).
  4. Lone Antagonists are also fair game.

Admin Policy

Staff Regulations

  1. Admins and moderators must remain professional at all times in PM's. If they cannot for any reason, they should hand off the exchange to another admin/moderator.
  2. Players are to always be noted for warnings. Do not skip this step.
  3. Admins are encouraged to talk to all parties and work to deescalate a situation rather than getting personally involved. If an admin is already involved, they should contact another admin to handle it.
  4. When you leave a warning or ban, reference the rule(s) to avoid confusion (e.g., rule 1.2)
  5. Admins and moderators should deadmin themselves if they are playing an antagonist or security/head role; this is a suggestion, not a rule, but rules against metagaming still apply to admins and moderators.
  6. Admins and moderators should keep each other accountable; report abuse to a headmin or the host.
  7. Admins maintain the right to set the game mode as they see fit. A vote should be called to decide whether to change the round type, but it is ultimately up to the administration. A rule of thumb is to run secret whenever there are at least 15-20 players and/or during "prime-time" hours (12:00PM-12:00AM EST/GMT-5), and extended during the opposite.
  8. Admins may use whatever means (within reason) to end a round if they believe the round should end. This should be done ICly using events or admin-calling the shuttle; hard resets or "ending the round now" should be used sparingly, or not at all.
  9. Players should report abusive admins to the host, a headmin, another admin, and/or post a complaint on the forum. Please be specific and timely or nothing is likely to come of it; include the time and day that it happened, the admins and players involved, and have a thorough description of what happened. Having evidence is key, otherwise it is simply your word against theirs. Saving your logs from the round is the most important step you can take to combat admin abuse.

Admin Strikes

  1. If an admin is found to be abusing their rank or abilities they will first receive a warning, and then a strike every time after. One strike is the equivalent of a final warning; two strikes will result in the admin being demoted to moderator and they will have to work their way back up to full admin; three strikes will result in the admin being removed from all staff roles and in them being ineligible for any staff position for at least one year, or in more severe cases, in perpetuity.
  2. Hosts and head admins reserve the right to skip warnings or strikes for particularly egregious cases of misconduct and may permanently remove staff at will.

Central Command Officers

  1. Central Command Officers are the In Character representatives of both an Administrator, and the Staff Team at large. Consequently, they are the highest authority players can encounter in game, barring 'higher ranked' NanoTrasen representatives. Seeing as how any such representative would also be controlled by an Admin, CCO is treated as equivalent to any special/event rank clearly held by an Admin controlled character.
  2. Central Command Officers may not be an existing player character, such as your Static.
    • They may, however, be related to another of your characters. This relationship may never be used in game to confer your non-CCO character/characters with an advantage over other players.
  3. If you wish to turn your current player character into a CCO, they are retired from active station duty and may not return under standard job titles.
  4. Central Command Officers are often utilized to heighten the sense of importance/impact around a specific situation. Exercise discretion regarding when to bring them on board personally.
  5. On duty, CCOs may visit the station to organize random/surprise inspections or directly intervene in severe station events.
    • The nature of this direct intervention is purely administrative: conducting interview, handling disciplinary measures, etc. A CCO should never arrive to resolve an active conflict, i.e. vines or a cultist incursion.
    • A new policy is being tested currently which allows On Duty CCOs to visit the station without concrete purpose. It is the hopes of the staff team that a more concrete CentComm presence may allow for more player engagement/direct feedback. An Office for CCOs exists already on the Bridge of the Triumph.
  6. CCOs may also visit the station off duty, but only as a Visitor or CentComm Visitor role. Standard non-interference policies apply.
    • CCOs, whether on or off duty, may not engage in ERP while on the station.
      • ERP involving CCO player characters conducted in private chats, or at Central Command (when applicable), are slightly more acceptable.

Fraternization Clause

  1. CCOs may develop personal relationships with station player characters to a limited extent.
  2. To prevent concerns regarding potential bias towards a CCO's associates, Admins are advised to exercise extreme caution when developing said relationships.
    • Accusations of Administrative bias due to IC interactions harms the integrity of the Staff team and the player's trust in its functions. Keep this in mind when engaging in direct RP.
  3. A player citing a direct relationship/friendship to your CCO in an attempt to flex their connections/authority may result in a discussion regarding how you manage your CCO.

Impromptu/Unscheduled Events

  1. Admins are allowed to spice up rounds on their own initiative.
    • This includes but is not limited to, spawning in special event characters, sending various messages and alerts, altering the timing on random event triggering, etc.
  2. Admins are expected to secure some form of consent before launching unannounced events, to give the players some sense of warning and agency.
    • This consent may be gathered by soliciting prayers, sending Faxes regarding incidents, or otherwise telegraphing where or how an event is likely to occur.
  3. The general rule of thumb is to avoid dragging players who are not interested into impromptu events.
    • If the event you are running has a calculated potential for player death/severe damage, ensure a second Admin is present to both assist you, and handle any Adminhelps related to the event.

Players: How to Interact With Admins

  1. First, understand what an admin is and what they're here for. Admins (and moderators) are generally veteran players who've shown that they have a strong understanding of the game, have a generally mild and steady disposition, and have both the ability and a willingness to separate their administrative duties from their play. Admins are volunteers who give some of their free time back to the community to help keep it running; being an admin is not "their job," and most if not all admins have things to occupy their time outside of the server.
  2. Secondly, remember that admins are human. You will likely not get an instant response to your adminPM. Every admin will handle a situation in different ways, and every admin has a different opinion on a myriad of different in-game topics and will administrate according to their opinions. Staff try to form a consensus on most things, but always remember that "experiences may vary."
  3. Lastly, adminPM's are the best way for you to get the attention of and interact with an admin; not on Discord, and not on the Byond pager. When interacting with an admin it is generally recommended that you tell the truth, be respectful, and provide all of the information that you think is relevant to your adminPM. If you're ever in doubt, you should adminPM; do not assume that admins are always watching, because they aren't. They may not know about a situation that's unfolding that could use their attention. Also keep in mind the fable of the "Boy Who Cried Wolf"; if your adminPM's are repetitive or rarely if ever contain any kind of meaningful or useable information, you will likely be ignored. If you are rude, aggressive, or just impossible to work with, admins can and will ignore you, mute you, or even ban you; admins have no obligation to put up with you.

Admins: What's Expected of You

  1. Be polite, patient, and friendly when handling a situation as an admin. If you are on as admin, you're expected to administrate. If you don't want to, de-admin and play as a regular player. You are not expected to participate on the server for a set amount of time; inactivity is okay, but you may be asked to step down if you go for too long without participating in the server.
  2. Observe before bwoinking. In most situations, you will need to watch, check logs, and ask questions before making any accusations. Give players the benefit of the doubt; don't immediately assume the worst. Always try to deescalate; if you can't, or are getting personally involved, find another admin to handle the situation.

Punishment Policy

Banning Rules

  1. Give new players the benefit of the doubt before banning and provide them with a stern warning; do not ban on their first offense, unless they are an obvious griefer.
  2. Adjust ban times based on severity and the contriteness of the offender.
  3. For regular players, a permanent ban should never be the first ban.
  4. Player may be job-banned for one of three things: abuse/powergaming, incompetence, or using their job to grief other players.
  5. Players should be warned about their behavior before being job banned. Temporary job-bans should be applied first; do not directly permanently ban someone from a job unless you believe their actions were severe enough to warrant a permanent ban.
  6. Players in a head role are subject to more severe punishment. This includes a "temporary permaban" wherein they will be banned for an indeterminate amount of time, until the admins believe they are competent and/or mature enough to once again take on the role.
  7. All job-bans and server-bans may be accompanied by the other, depending on severity.
  8. Department-wide bans should only be applied for the most egregious actions, or if there's a risk of the player circumventing the ban reason by playing in the same department.

Banning Steps

  1. Investigate: When a situation comes to your attention, investigate first. Check logs, variables, contents, and the environment first. Do this before or while you're completing step two.
  2. Question Players: Question whoever you think is relevant; the suspicious party(s), the victim(s) if there are any, any witnesses, other admins, and observers.
  3. Determine Guilt: It's time for you to determine whether a player is guilty of breaking the rules. Remember to compare what you learn with what you have from step one and two.
  4. Check Previous Notes & Bans: Take into account the player's previous bans and notes. Decide if they should be left with a warning and a note, or if they should be banned.
  5. Check the Banning Scale: Use the banning scale to help you determine ban length if it's going to be a temporary ban. Remember that the scale is only a guide, not a set rule.
  6. Should the ban be permanent? Determine whether the ban should be temporary or permanent. Remember not to give permanent bans to first time offenders (if they aren't griefers).

Banning scale

Missing banning scale picture.

Use the banning scale to help you determine the length for a server ban. Remember that the scale is just a guide and not the set amounts that should be given for every situation. Some rules of thumb to remember are:

  1. If a player seems genuinely contrite, consider reducing their ban.
  2. If a player is being incredibly rude, attempting to interfere with your investigation, or won't cooperate, you may increase the ban.
  3. Remember that any player who regularly comes close to breaking a rule (toeing the line) should be counted as breaking that rule. If they have a large number of notes or warnings it may even be worth increasing the ban length.

Job Bans

Job bans can typically be set in days or weeks instead of hours, depending on severity. If a job-ban is accompanying a server-ban, the job-ban should be double the length of the server ban (or more).

Other Bans

  1. Ban players from OOC only for rulebreaking that relates to OOC. OOC bans can be used in lieu of or conjunction with a server ban.
  2. Identity bans can be used on players that break rules regarding characters (i.e., they keep playing as pop culture characters). It may also be used to prevent meta-friending and meta-comming.
  3. Emote bans are for players who use emotes to either circumvent language restrictions or to harass other players.

Other punishments

In lieu of banning, you can use other methods to punish players for a single round. Kicking, deleting their character, sending them to admin prison, muting them, forcing their character to sleep are all acceptable punishments for very minor infractions.

What To Do If You're Banned

  1. The first step is to wait and think about what you did. No, really; take a break and do something else so you can mull it over. Even if you're in the right, if you go berzerk and start berating the staff no one will care about your ban and it may even be lengthened. After you think about it and you still think your ban was unfair, ask an admin for the logs from the round you were banned in.
  2. After you've read through the logs, read through the rules that relate to your ban. Did you break any? If not, have you been skirting the rules? Remember that "toeing the line" is still counted as breaking the rules; even if you aren't breaking the rules in a literal sense, you may be breaking the spirit of the rules. If you still don't think your ban was just, continue to the appeal.
  3. Before you make your appeal, think about how long your ban was for. Was it for less than a day? If so, it's not worth appealing; generally a ban appeal will take at least a day to be processed. Now, how long into your ban are you? Have you waited a while? If your ban is more than a couple of days long, you'll want to wait until the next day to post your appeal. If at this point you're ready to go, get to the ban appeal page and create your post using the format provided. If you were a good boy or girl and got your logs, be sure to use them in your defense.


Legacy Rules/Archive

The Prior Iteration of the Rules. Although not currently valid, they remain accessible here for study and discussion purposes.
 
These Rules are for use on the '''Roleplay Server''' ''alone'' and ''not at all'' applicable to the Main Server. Specific changes to each rule have been inserted below, either as an additional segment or as an overriding change.

==Server Caveats==
#You must be 18 years or older.
#You must be able to read and write English with a level of comprehension meeting the US Grade 11-12 standard.
#Repeatedly coming close to breaking a rule (i.e., "toeing the line") will be counted as breaking the rule.
#Repeatedly breaking the same rules will accrue harsher punishments.
#All examples are just that and are not an exact list of what is and is not allowable.
#Don't be a dick.
#To gain access to the server, use the #station-access-request channel on the Discord.

==Citadel Station RP Rules==

===Rule 1: Do Not Grief===
Griefing is deliberately irritating or angering another player using aspects of the game in unintended ways.

#Don’t spam emotes, in-character speech, OOC text, or anything else.
#Do not kill or attack people randomly or indiscriminately. If you have a reason to attack or murder someone, have a strong justification for it.
#Do not exploit bugs. Report all bugs on the Github.
#Do not intentionally cause damage to the station, machines, or other structures/objects for no reason.
#Do not harass another player out of character. In-character harassment is subject to admin intervention if it becomes overbearing.
#End of round grief (AKA, EORG; i.e., griefing at the end of a round in the time after the shuttle has arrived at CentCom) is not allowed on the RP server.
'''Examples:'''<br>
''Unacceptable:''
*Spamming the *deathgasp emote.
*Killing another player for walking through your work area.
*Using a bug to gain an item you shouldn't have access to.
*Destroying all the lights on the station simply because you wanted to.
*Berating another player in OOC for something that happened IC.
''Acceptable:''
*Breaking open a window to save a dying player.
*Getting into an argument that evolves into a brawl that evolves into a fight with weapons that ends in death.

===Rule 2: Listen To The Admins===
Admins always have the final say during a round. If you have a problem with an admin's decision, you may discuss it after the round in the #admin-forum Discord channel or you may make a formal complaint on the forum.

#If you are ever unsure whether you should do something, a-help and ask before doing it.
#Be polite and to the point when sending an admin PM; give admins all relevant information that you can.
#Do not antagonize someone you are a-helping about as it will only complicate the situation.
#If an admin tells you not to do something, don't do it. Arguing with an admin during a round about the nature, absence, or applicability of a rule during a round is not allowed. If you feel you have been wronged, take it up in the admin-forum or make a complaint after the round is over.
#Do not lie to admins in official channels. Doing so will result in your ban being increased or a ban being applied regardless of any other fault.
#If you have an issue with a player, bring it up to administration. If you have an issue with administration, bring it up to a player representative or head admin. If you have an issue with a ban or note that isn't yours, you may attempt to bring up the topic to an admin in private, but all appeals must be done by the original player. Do not complain about any of your issues in non-specified channels.
'''Additional Information:'''
*When you a-help about anything you should include where it's happening, what's happening, who's involved, and why you think that it's an issue.
*If someone is antagonizing you while you're a-helping about them, your best option is to do your best to get away from them and inform the admin handling your ticket. If you can't, try not to retaliate; if administrative action is taken against a player, the admin may be able to reverse any damage done. Do this to avoid coming into trouble yourself.
*If an admin tells you that something is IC/valid/etc, that is the final answer. Admins are not obligated to give you more information than they think is necessary during an ongoing round. If you want more information you may ask again after the round, or you may ask for the logs.

===Rule 3: Stay In-Character===
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 (e.g., Plasmaman, Tajaran, etc).

#Speak normally. Don’t spam, yell constantly, or use netspeak, emotes, etc. in speech (excepting special circumstances like braindamage).
#Your character's name must be fully spelled and capitalized and may not contain titles.
#Do not impersonate staff or other player characters.
#As a member of the crew, you should maintain the professionalism, work ethic, and probable training you would expect to have in a real setting.
#Reference characters are only allowed as just that: a reference. Do not attempt to recreate a character from either a real person or a fictional character. Your character may be similar or have allusions to the other person/character, but do not attempt to actually be that person/character in the SS13 setting.
#Do not intentionally commit suicide to avoid IC punishment or for "an hero" moments (e.g., killing yourself in the permabrig/offing yourself after making a long, drawn-out play about how you're gonna off yourself because you're sad). Doing so will result in either a server ban or identity ban.
#Underage characters are strictly verboten. The lower limit for character age is hard-coded at 18 for a reason. Attempting to circumvent this using flavortext or by describing your character as "looking younger than 18" is disallowed.
#Do no pick disabilities that interfere with your ability to do your job (e.g., a blind chef, mute security officer, or deaf engineer).
#Characters can not posses ties to either Central Command or the Syndicate in their back stories.
'''Additional Information:'''
*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 the 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.
*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 the like 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 you would at your own workplace.
Murder is only justifiable as long as it was properly escalated. 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. Other IC justifications may exist for murder, but these are on a case by case basis. Minor aggravations like demotions, pranks, insults, or thefts are not adequate justification.
*When picking your name, it must be spelled fully with capitals and no shortenings (e.g. NOT J Hoffman or jaiden mallow). Exceptions to this are one-word nicknames, "Eats-The-Lemons" format of Lizard names, Clown, Mime, Silicon, Wizard and Nuke Op names.
'''Examples:'''<br>
''Unacceptable:''
*"lol, i c u there :)"
*Playing as Donald Trump, 45th president of the United States.
*Playing as Gordon Freeman, a silent scientist from Black Mesa.
''Acceptable:''
*Playing as Tonald Drump, a blonde, orange skinned captain obsessed with building walls.
*Playing as Gerald Fieldman, a mute scientist who really wants that red crowbar.

===Rule 4: Fullfil Your Role===
All head roles, antag roles, and to some extent all jobs in Science, Medical, Engineering, Supply, and Security require a minimum amount of effort. Failing to put in that effort will negatively impact the round for everyone playing. Before you do anything else, you should insure that all of the responsibilities of your department are being accomplished.

#If you have a job in an important department, you should regularly check in to make sure that any tasks assigned to your department are accomplished. If no one is able to do them, it's your turn.
#If you are a part of the command staff, your round should be spent ensuring that all of the jobs that your department is responsible for are accomplished. Delegate where you need to, keep track of your staff, and do yourself what your staff can't take care of.
#Solo antags (e.g., traitors, changelings, etc) are expected to at least try to do their objectives; actively working against your objectives is not allowed. Team antags (e.g., cultists, nuke ops, etc) are bound to their objectives and team and must accomplish them to the best of their ability.
#If you take a role that is not considered to be important to the round like cook or janitor, you still have a job to accomplish and should do it. If you don't want to do that job (or you'd rather just be an assistant) get yourself reassigned.
#Locking yourself in part of a department to do some minor task (e.g., virology or paperwork) while ignoring more important and time-sensitive jobs (e.g., healing/cloning in medical, stopping threats to the station as security, etc) counts as not fulfilling your task.
'''Additional Information:'''
*If you never want to be in a specific role, ask to be job-banned. Failing to do your job because you didn't want it is not an excuse.
*If you do not want to be an antagonist, a-help and ask to have the role removed so that it can be given to someone else.
*Admins will not change your job for you; that's what the Head of Personnel is for. If there is no HoP (or captain), tough it out for the round.
*If you leave your department, be sure to keep your radio on to stay aware of anything that comes up.
'''Examples:'''<br>
''Unacceptable:''
*Sitting in the security office all round to chat with another officer while ignoring calls for help on the radio.
*Sitting in virology while ignoring calls from fellow crew-members for medical attention.
''Acceptable:''
*Hanging out at the bar as an engineer, and leaving to repair any damage reported on the radio.

===Rule 5: Do Not Metagame===
Metagaming in regards to SS13 means using any information that you might acquire from sources outside of your in-character means. This includes any out of character patterns (e.g., characters who often roll antag, the round type, etc), third-party communications (e.g., IM over Discord, VOIP, etc), or preemptive preparation without knowing there is a threat.

#Keep in-character information out of OOC and vice-versa.
#Do not use third-party IM or voice programs to communicate with someone about in-game information.
#Do not multi-log/multi-key; i.e., playing on the server with two (or more) accounts.
#Do not meta-grudge; i.e., attacking or griefing another player for an infraction from a previous round or because of a personal vendetta.
#When your character dies and is cloned, you are allowed to remember everything up until the point you black out.
#Do not intentionally kill yourself (e.g., by running out of an airlock) to circumvent the restrictions placed on ghost roles for suicide. If you wish to play ghost roles, it is far easier to simply observe.
#All antagonists are non-canon, and therefor information regarding them is not retained across rounds. Outside of using the [[Identifying Antagonists Guide]], you must learn it ICly before acting on the information.
#Do not abuse the respawn system. Using it to get back at players by switching roles or jobs, or using it as a respawn when your character is clearly taken out of the round and not going to be cloned during the round is not allowed.
'''Additional Information:'''
*Characters may know about any in-game mechanics; learning how to do a job from a guide is not metagaming.
*Characters may know about antagonists and what their objectives might be, but may not preemptively prepare for them or attempt to prevent their accomplishment.
*Characters may know what antagonist equipment is and what it does, but may not preemptively search for it without prior knowledge of an antagonist being present.
'''Examples:'''<br>
''Unacceptable:''
*Hiding grand theft objective items because you know it's a secret round.
*Searching someone for antagonist items without a clear or justifiable reason to search them.
''Acceptable:''
*Knowing how to do a task that's technically outside your department's job description.

===Rule 6: Do Not Powergame===
Powergaming in SS13 is acquiring items, powers, increased levels of access, and other assets for the sake accruing as much power as possible, with little or no other motive. It is also a style of play in which one min/maxes their character or environment to complete an objective, to the exclusion of other elements such as roleplay and the mutual entertainment of other players.

#Don't steal ID cards or upgrade your access just for the sake of having more access alone; if you need to do this, have a good reason to.
#Don't steal items from another department for your own convenience or to inconvenience them, especially important items for that department.
#Be conservative when giving players outside of your department powerful items or abilities. Provide them to those who need it, and deny them to those who would pose a potential risk.
#Don't take over the job(s) of another department when they are fully able and willing to do it themselves.
#Security are not allowed to preemptively prepare for antagonists before any antagonists are identified.
#After an arrest, Security should return confiscated equipment either to it's rightful department (e.g., return an RCD to engineering), or put all contraband in the contraband locker (e.g., a Stechkin). The HoS/Warden may assign confiscated gear to security personnel during a heightened level of threat (like traitors or meteors) or during an emergency (like a blob or cult/revolutionaries).
#Limit what you know in character. It's reasonable for a character to have skills outside their occupation; it's not reasonable for a character to be well versed in multiple high level or difficult fields. (e.g., being able to set up the reactor and perform surgery)
#Do not use size gun for a combat advantage. This is specifically referring to shrinking people to be able to kill them faster than the game regularly allows.
'''Additional Information:'''
*In the event of a station-wide emergency, most of the parts of this rule can be disregarded (within reason). The line between what counts as an emergency and what doesn't is not explicitly definable; but, one can assume that if the lives of all or most of the crew are at stake, or if the station itself is at risk of total destruction, it can be counted as an emergency.
*There are always acceptable exemptions to this rule; remember however that they are just that, an exemption, and not the norm.
*It is acceptable to use contraband to protect your life, but looting and using contraband as a regular crewmember or security is considered powergaming; do so at your own risk.
'''Examples:'''<br>
''Unacceptable:''
*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”.

===Rule 7: Do Not Validhunt===
A "valid" is someone who is allowed to be killed under the rules, typically on the grounds of being an exposed antagonist. "Validhunting" is the act of going out of the way to seek out and/or kill a "valid", regardless of other responsibilities to the station or level of authority (or lack thereof).

#Do not abandon your job to search out, hunt for, or attack antagonists unless it is related to your department's field of work, or unless you or nearby crew-members are under a direct and immediate threat from an antagonist.
#Do not forcibly inject or force-feed a member of the crew something which will reveal their antagonist status without a credible in-character reason for doing so.
#Random searches are only allowed by security and heads, and only for a credible in-character reason.
'''Additional Information:'''
*In the event of a station-wide emergency, most of the parts of this rule can be disregarded (within reason). The line between what counts as an emergency and what doesn't is not explicitly definable; but, one can assume that if the lives of all or most of the crew are at stake, or if the station itself is at risk of total destruction, it can be counted as an emergency.
*The line between validhunting and defending yourself can be grey, but a general rule of thumb is that if it's not your job to directly confront an antagonist, your goal should be to survive and escape, not to try to kill or subdue them.
'''Examples:'''<br>
''Unacceptable:''
*Leaving your job in chemistry to go hunt someone that you suspect is a traitor, but have no evidence for it.
*Forcibly injecting someone with a mind-shield implant to see if they're a revolutionary or gangster because nothing has happened all round and you're bored.
''Acceptable:''
*Defending the R&D department from an attacking wizard with your mech as a roboticist.
*Searching an assistant who was lurking in maintenance on blue alert as a security officer.
*Force-feeding holy water to someone who you suspect is a cultist when it's been confirmed that there is an active cult on the station.

===Rule 8: No Self-Antagging===
Self-antagging is performing the actions of, or acting as if you are, an antagonist when your role is not set as such.

#Murder, attempted murder, mutiny, rioting, theft of a restricted weapon, breaking and entering, sabotage, and grand theft are all considered to be self-antagging.
#Pretending to be an antagonist when you aren't one is (obviously) considered self-antagging.
#Using in-game means to repetitively make yourself an antagonist (e.g. wishgranter, slime potions, etc) is considered self-antagging.
'''Additional Information:'''
*Self-antagging will mostly be left to in-character solutions such as security or heads of staff. This rule is a protection against bad players who take it upon themselves to ruin rounds and make the lives of players and admins alike more difficult.
*The "toeing-the-line" caveat is doubly applicable to this rule.
'''Examples:'''<br>
''Unacceptable:''
*Murdering another crewman for annoying you.
*Pretending to be a cultist to get people to attack you so you can kill them.
*Breaking into the brig to break out your friend who was jailed for a crime.
*Breaking into science to steal tools or weapons from the lathe.
*Stealing antique laser for fun.
''Acceptable:''
*Breaking into medical during a medical emergency when no doctors are readily available.

===Rule 9: Don't Be a Creep===
ERP is allowed on the server, but it is not the goal of the server. Gameplay always comes before your scene.

#Always find an acceptably private or secluded area to do your scene. Outside a workspace and inside a living space is preferential; dorms are the best place as they can be locked.
#Purposefully disturbing players having a private scene with the intention to interrupt them is not allowed. However, ERPing in a public area is not protected; do not expect an admin to intervene if you're interrupted in a place that isn't suitably private.
#If someone tells you to move your scene out of a workspace (either IC or coming from an admin), do so.
#Harassing another player with unwanted ERP is a first-time permabannable offence. If you do not have consent from another player, either IC or OOC, you will be banned; and an appeal will be unlikely.
#Do not use vore mechanics for the purpose of gaining an advantage in combat or completing antagonist objectives. This includes using vore to carry/hide people, heal other antags or conceal/dispose of corpses. It does not extend to mediborgs attempting to heal people for non-antagonist purpose
#Using vore mechanics on someone without OOC consent is a bannable offense.
'''Additional Information:'''
*Non-consensual scenes that are agreed to out of character are not protected and liable to any in character repercussions.
*Subtle emotes are not a replacement for finding a secluded or private area, though it is generally more acceptable to other players. Rule two still applies while using subtle emotes.