Sandbox:ghostbusters

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Important Information

Good Faith

Good Faith should be starting point of your interactions; while they won't always go how you want, it's important to always be trying your best to focus on creating roleplay where possible, even in dire circumstances! This doesn't mean you have to ignore the mechanics on the game, be that fixing a girder, or getting in a fight, just that you shouldn't be playing this role, or any other with the sole-intention of putting roleplay in second-place!

OOC:

  • For a general rule, don’t rob/destroy/invade empty ghost-roles: This only applies for the first hour.
    • With exception for DS2, where you should opfor before raiding due to the nature of it's existence.
  • No double-dipping characters between any of the following, without having them approved as a 'double agent.'
    • - DS2 | Other roles. -
  • For Antags, you are not to run to a ghost role to hide without explicit admin permission
  • As a general rule of thumb, keep in mind Rule 10.
About OPFORS:
  • Ghostroles can opfor normally, but you should keep in mind that due to alot of them having near-restrictionless access to a wide variety of systems, and usually an entirely separate 'base' in space, they're going to be more scrutinized then normal OPFORs.

Company Locations

Interdyne DS2
Interdyne (obviously) Donk
Waffle
MI13
Tiger Coop
Self
ARC
Gorlex
Cybersun

Interdyne Info

Interdyne Pharmaceuticals

(Press Expand to see roleplaying info.)

Currently, Interdyne’s standing goal and reason for presence on Lavaland is to provide services for a fee, to just about anyone who'll pay.

For Interdyne players, this roughly translates into using your role to provide ‘illicit goods’, or services the station might be trying to clamp down on.

You shouldn’t be trying to directly damage or harm the station/DS2, only providing the means for others to do so.

Chain Of Command:

Deck Officer: Full management authority

Scientists and Miners: Under the deck officer's command, equal outside of that.

Rules of the house:

Defend the base, and maintain a layer of secrecy.

Maintain a consistent story of In-department medical research, and arms production.

Interdyne-NT Relations

Interdyne (Public Facing) and NT are not in declared hostilities, and as such, the cover of typical research should be maintained.

Interdyne-Syndicate Relations

Currently, Interdyne is an uneasy middleman between NT and the Syndicate, working to their own benefit, and trying to avoid direct conflicts wherever possible They may sell the bullets, but they also sell the medicine.

Important Rulings:

It’s in the best interest of all parties to avoid all-out combat, especially with the Sol Federation on such short notice, and with no parties being an official ‘government entity.’

The above applies to stationcrew, but in reverse, you can /try/ to rob or otherwise ‘loot’ an Interdyne operative, but it shouldn’t be done constantly, or lethally to avoid an all-out war with them.

What you can do:

  • Visit any role to interact with them.
  • Build in, and around the base.
  • Produce anything you can think of to sell or trade.

What you cannot do:

  • Act like an antag.
  • Permanently imprison people (without ooc consent).

Deep Space 2 Info

Syndicate Space Base, Deep Space 2

(Press Expand for roleplaying info.)

For the Admiral:

Operation Procedures:

1. Defend the base and maintain its integrity.

2. Patrol local space, and maintain a security perimeter.

Chain of Command
  • Admiral: Full Management Authority
  • Master at Arms: Full Brig Authority
  • Security Operatives: Under Admiral and MAA’s command
  • Medical Operatives, Service Members and Engineers: Under the Admiral’s command
  • Standard Operatives: Under anyone’s command
IC - Code of Conduct:

'Do not intentionally harm a fellow agent'

'Do not betray your fellow agents'

'Do not allow yourself to be captured or killed to the best of your abilities.'

Important Rulings:

What you can do:

  • Fortify or expand the Space Base.
  • Interact with other ghost roles and ruins.
  • Kidnap people with explicit OOC consent (via LOOC).
  • Explore around space, but avoid the station Z.
    • while you can explore space, you should at least try to avoid just snatching all the loot, it's most there for space-tiding curators and other roles.

What you cannot do:

  • Attack/go to the station without an OPFOR.
  • Be outwardly hostile to the point that you are breaking Rule 0.

(Station side antags are not to go looking for Interdyne/The Syndicate)

(Station crew should have no idea DS2 exists, or what it is if encountered.)

For station crew: OPFOR before breaking into DS2 to announce intent, so staff can be sure you aren’t just raiding an empty base 5 minutes into a round

COMMS AGENT: Follows standard DS2 rules

Above-Board Corporations

General Rulings:

You shouldn't involve yourself with general security situations, not your dog, not your fight.

Avoid full out abandoning your 'base.'

Freighter Crew:

Chain of Command:

Freighter Chief: Director of operations, like your own personal Captain, with a much smaller crew.

Freighter crewman/Excavator: Below the FC, he’s your boss, you don’t get paid if you piss off your boss, do you?

Guidelines:

  1. Do whatever you want with your stock, at this point your situation is dire enough that desperate times call for deseperate measures.
  2. If a crate is labelled for a specific person/’faction’, try your best to deliver it.
    • Though, this is up to the Chiefs discretion, it is an emergency after all.

Charlie Station / Port Tarkon:

  • You’ve woken up a bit late to your station in shambles, work to repair it, and figure out what happened.
  • You are free to go to other ghost roles to interact with them.

For station crew: You can freely interact with Tarkon, but, try to avoid instantly taking them back to the station.

In regards to the syndicate: They are unaware of the Syndicate’s existence and their current standing with NT.

Isolated Roles

General Rulings:

Golems:

  • See general rulings.

For station crew: See general rules.

Pod Person:

  • See general rulings.

For the stationcrew: See General Rulings.

Blackmarket Dealer:

  • You have alot of advantages in space-tiding thanks to your ship and equipment, so keep in mind act in moderation.

Lavaland Hermit:

  • See general rulings.

Tribal Roles

General Rulings:

You shouldn't start playing your tribal chars as other ghostroles/Station Crew unless you intend for them to stay that way.

An OPFOR is not required for escalated conflict. However, you should not be bombing the base because a miner called you stinky. Keep in mind rule 5.

If your camp's being attacked, being bombed, or elsewise, actively harmed or invaded, you can defend it.

Opfor Required Actions:
  • Acts of combat or sabotage against the station without buildup.
  • Targeting miners or other ghost roles without proper build up.

Ashwalkers:

(Roleplaying info TBD on lore.)

  • Tribals are worshippers of the necropolis which grants them theoretical immortality, with the catch they have to provide as much as they take.
  • You are under no obligation to guard the other tendrils or the ‘megafauna’, as they offer gifts to those who slay them, indicating the necropolis’ will.
  • If you do get into active conflict with the miners/station, do not destroy the shuttles.
  • Though, you are still free to, if you are using it for resources. They are not by default holy sites to you. They are natural resources, so you may treat them as such.

Ashwalkers have been away from advanced technology long enough that stuff like the shuttle console is well outside their means of understanding.

IceWalkers:

(Click expand for Roleplaying Info)

The icewalkers have no official leader, or official power overseeing them.
Icewalkers are gene-modded humans - what this means is they have human characteristics to some degree, be it just human hands, or nearly entirely human except for some ears and a tail.
Icewalker names follow a specific structure. A birth name and optionally, a title.Their birth names still hold resemblance Nordic/Inuit/Northern-Slavic cultures, name such as 'Solveig Helgasdottir,' or 'Bjorn Lukasson,' being examples of the former.
Icewalkers are known to call themselves, 'Hearthkin,' but outsiders have drummed up just about any name you can imagine for them.
Icewalkers are established to trade with outsiders though you are free and encouraged to roleplay being wary of advanced technology and strange items sold by them, but they should keep to the outside of the station as much as possible.
  • Your goal shouldn't aim to be immediately hostile to the station, there isn't an active war between yourself, and Nanotrasen, or really anyone else for that matter.
  • Equally, while you can end up being hostile with the station, or it's crew, you shouldn't be going out of your way to generate the hostilities.

'Third Parties'

  • Antagonists should be avoiding any attempts to drag the Tribal Roles into conflict without it being part of their opfor, and equally Tribal Roles shouldn't immediately jump on any excuse offered by someone too either.
  • For the station crew: Don’t raid the camp when it’s empty/clearly uninhabited, Additionally, even if you are Security, do not start needless conflict with the Icewalkers/Ashwalkers if it doesn't create roleplay opportunities, and don’t break their spawns for no reason.
    • Both sides shouldn't take the first act of conflict as an excuse to go on a genocide.
Nova Sector policies