Ghost Role policy: Difference between revisions

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== Important Information ==
== Important Information ==
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!
|-
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=== OOC: ===
=== OOC: ===
For a general rule, don’t rob/destroy/invade empty ghost-roles: This only applies for the first hour.


No double-dipping characters between any of the following, without having them approved as a 'double agent.'
* For a general rule, don’t rob/destroy/invade empty ghost-roles: This only applies for the first hour.
 
** <small>With exception for DS2, where you should opfor before raiding due to the nature of it's existence.</small>
- DS2 | Interdyne | Station. -  
* No double-dipping characters between any of the following, without having them approved as a 'double agent.'
 
** - DS2 | Interdyne | Station. -
No ashwalker chars on the station/syndicate/Interdyne unless you intend to play them as incapable of returning to being a ‘tribal’.
* For Antags, you are not to run to Interdyne/DS2 to hide, even if you’ve seen them in-round; without explicit admin permission
 
* Ghost roles (except DS2) are allowed to engage in criminal, or elsewise aggressive acts, but as a ghost role you should aim to moderate both the escalation, and the effect whenever possible.
Ghost roles can only research if the total research points are above 3300.
** REMINDER: LOOC is your friend, and you should make frequent use of it to prevent run-away-escalation.
 
*Ghost roles should avoid hogging up large portions of the resources(Megafauna, space ruins, materials, etc) in a round.
Unless specified otherwise, You should avoid leaving your ghostrole and going ‘back’ to the main station.
|-
 
|
(And if you do, you should not interfere with antags/midrounds)
===== <big>About OPFORS:</big> =====


For Antags, you are not to run to Interdyne/DS2 to hide, even if you’ve seen them in-round; without explicit admin permission.
* 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.
|}
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== OOC: Company Locations ==
== Company Locations ==
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|Cybersun
|Cybersun
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== '''Interdyne Info''' ==
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!'''<big>Interdyne Pharmaceuticals</big>'''


=Interdyne Pharmaceuticals=
(Press Expand to see roleplaying info.)
<big>(Station side antags are not to go looking for Interdyne, and those roles are encouraged to treat them as any other station crew.)</big>
{| class="wikitable mw-collapsible mw-collapsed"
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|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.


<big>The unhappy middleman between the NT, and the Syndies, with either side accusing them of being with the other.</big>
This also means they should have strong incentive to not piss off either the Syndicate, or NT.


<big>Currently, Interdyne’s standing goal, and reason for presence on Lavaland is to provide items, and services to those whom request it, for a ‘modest’ fee, without asking for reasons, or authorization. Using their cover as a pharmaceutical company to dissuade Nanotrasen, or the Syndicate from any acts of direct opposition, while they play both sides for their own long-term benefit.</big>
<small>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.</small>  


<big>This however, does not mean that they aren’t taking actions of their own to inconvenience and otherwise discourage Nanotrasen, or the Syndies from trying to push them off their ‘claims.</big>
<small>You shouldn’t be trying to directly damage or harm the station/DS2, only providing the means for others to do so.</small>
|-
|'''<big>Chain Of Command:</big>'''


<big>(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. Ala, you are a ‘soft-antag’, in that you shouldn’t be trying to directly damage or harm the station/DS2, only providing the means for others to do so)</big>
'''Deck Officer''': Full management authority


==OOC - Important Rules==
'''Scientists and Miners''': Under the deck officer's command, equal outside of that.
<big>What you can do:</big>
|-
|Rules of the house:
Defend the base, and maintain a layer of secrecy.


* Go to the station (use the public mining shuttle or elsewise, jetpack to the station from ds2 until you have a shuttle)
Do not allow outsiders to know the outpost’s purpose, Maintain a consistent story of In-department medical research, and arms production.
* Trade
* Visit other lavaland roles
* Visit other space-roles if you end up there
* Build in, and around the base
* Produce anything you can think to sell, and have the means to make


<big>What you cannot do:</big>
Supply materials and general research to the in-company research wing
|-
|Interdyne-NT Relations
Interdyne (Public Facing) and NT are not in declared hostilities, and as such, the cover of typical research should be maintained.


* Act like an antag
Interdyne-Syndicate Relations
* Start fights with ghostroles for the sake of killing them
* Speedrun megafauna
* Attack the mining base (without opfor)
* Permanently imprison people (without ooc consent)
* Don't head off to explore space, you should keep yourself to Lavaland, DS2, or the NT station.


{| class="wikitable"
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.
|+
!<big>About OPFORS:</big>
Interdyne can opfor regularly, however, you will be expected to ‘keep it sane,’ that is, respect the fact you have essentially an entire station to prep on without limit, and under-prepare yourself so you aren’t a lone-op every-single-time you opfor (unless that is blatantly permitted), and else wise, keep it to two people or less on the opposition side of the opfor.
|}
|}
|-
|'''<big>Important Rulings:</big>'''


== IC - Lavaland Rules of Engagement: ==
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.
{| class="wikitable"
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!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’, just about anything above detaining could trigger an investigation, and worse yet, the seizure of lavaland.
Interdyne should favor the non-lethal approach, preferably under the guise of another corporation (Syndicate, Nanotrasen),


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.
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.
|}
== Interdyne Mining/Research Operations (Lavabase) COC: ==
{| class="wikitable"
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!Deck Officer: Full Management Authority
Scientists+Miners: Under both of their command, in respective order.


Rules of the house:
<big>'''What you can do:'''</big>


1. Defend the base, and maintain a layer of secrecy.
* Go to the station (use the public mining shuttle or elsewise, jetpack to the station from ds2 until you have a shuttle).
* Trade.
* Visit other lavaland roles.
* Visit other space-roles if you end up there.
* Build in, and around the base.
* Produce anything you can think to sell, and have the means to make.


2. Do not allow outsiders to know the outpost’s purpose, Maintain a consistent story of In-department medical research, and arms production.
<big>'''What you cannot do:'''</big>


3. Supply materials and general research to the in-company research wing
* Act like an antag.
* Speedrun megafauna.
* Permanently imprison people (without ooc consent).
|}
|}


== Interdyne Additional Info (OOC/IC): ==
=='''DeepSpace2 Info'''==
{| class="wikitable"
{| class="wikitable"
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!Interdyne-NT Relations
!Syndicate Space Base, Deep Space 2
Interdyne (Public Facing) and NT are not in declared hostilities, and as such, the cover of typical research should be maintained.
(Press Expand for roleplaying info.)
{| class="wikitable mw-collapsible mw-collapsed"
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!For the Admiral:
Operation Procedures:


=== Interdyne-Syndicate Relations ===
1. Defend the base and maintain its integrity.
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.


=== IC/(OOC) - Modus Operandi: ===
2. Patrol local space, and maintain a security perimeter.
Elsewise under the deck officer’s supervision (who needs admin permission in the form of an approved OPFOR application), use your various assets to gather not only funding, but ‘needed goods’ from nearby facilities, while attempting to keep a neutral guise. Should any ‘incidents’ occur; return to the base and message corporate for support.


OOC - Deck Officer:
3. Act as an emergency fall-back for your ‘allies’ at interdyne, should the worst happen


Get admin approval (in the form of an approved OPFOR application) before running any NT/Syndicate-interfering operations; be as clear as possible with your goal, the level of force you’re sending in, and the intended steps to complete it in the OPFOR.
|-
 
|'''<big>Chain of Command</big>'''
(In lieu of a deck officer, follow the CoC for who can lead operations, but no matter who, they MUST OPFOR beforehand.)
 
Examples of ‘operations’,
 
Sabotaging the mining base’s power to delay them getting back and forth from the station.
 
Building bridges to let Nanotrasen’s gulag/icebox prisoners escape into the main base.
 
Stealing from DS2 and framing it on space explorers,
 
Should a situation arise in which you must take immediate action against local NT/Syndicate Personnel, You must take the utmost care to portray the event as self defense, or a rogue entity.
 
(For station crew, you must have the HoS/Captain message Central Command for permission to engage in open hostilities against Interdyne. Interdyne’s presence is not common knowledge, and those who know of it know it as only a medical research facility)
|}
 
==DeepSpace2==
'''(spacebase)'''
{| class="wikitable"
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!(Station side antags are not to go looking for Interdyne/The Syndicate, and those roles are encouraged to treat them as anyone else trying to enter the base)
 
==== (Station crew should have '''<u>''no idea DS2 exists''</u>''', 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 5m into a round)
|}
 
===Chain of Command===
*'''Admiral:''' Full Management Authority
*'''Admiral:''' Full Management Authority
*'''Master at Arms:''' Full Brig Authority
*'''Master at Arms:''' Full Brig Authority
*'''Security Operatives:''' Under Admiral and MAA’s command
*'''Security Operatives:''' Under Admiral and MAA’s command
*'''Medical Operatives, Service Members and Engineers:''' Under Admiral’s command
*'''Medical Operatives, Service Members and Engineers:''' Under the Admiral’s command
*'''Standard Operatives:''' Under anyone’s command
*'''Standard Operatives:''' Under anyone’s command
|-
|IC - Code of Conduct:
'Do not intentionally harm a fellow agent'


== OOC - DS2 Important Rules: ==
'Do not betray your fellow agents'
{| class="wikitable"
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!You must stay on your station, or elsewise it’s Z-level, the only exception is going to the interdyne /base./
You cannot accompany Interdyne to the station, without express admin approval.
 
The Admiral / MAA cannot leave the station itself, unless it's specifically to visit interdyne.
 
You should not be raiding other ghost roles.
 
About OPFORs:
 
When it comes to DS2, it’s very-hard, because they have a metric ton of people, and access to an /absurd/ amount of gear, like, ridiculous tier, so for the most part, opfors from them will be under /heavy/ scrutiny, and absolutely cannot be done by the admiral, or the MAA, personally, for the simple fact they’d be way to strong on station, even without opfor items.
 
This extends, to them giving away their equipment, or, to put it plainly, do not give people your elite suit or elsewise to go to the station with.
 


 
'Do not allow yourself, or your fellow agents to be captured, or killed, to the best of your abilities.'
COMMS AGENT : Follows standard DS2 rules
|}
|}
|-
|'''<big>Important Rulings:</big>'''


== OOC - For the Admiral: ==
'''What you can do:'''
{| class="wikitable"
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!You can OPFOR for permission for minor sabotage operations, but nothing to the extent of normal traitor actions. This is not guaranteed to be accepted, and likely never will be.
(Think, invading a whiteship and leaving the crew behind on the NT station, or sabotaging the mining base in preparation for an upcoming station-raid)
|}


=== IC - Operation Procedures: ===
* Fortify or expand the Space Base.
* Interact with DS2 Z-Level ghost roles and ruins.
* Kidnap people with explicit OOC consent (via LOOC).
* Explore around space (if you enter the station Z, you should pop a 180 and get outta there (planet in the background)
** while you can explore space, you should atleast try to avoid just snatching all the loot, it's most there for space-tiding curators and other roles.


* 1. Defend the base, maintain its integrity.
'''What you cannot do:'''
* 2. Passively siphon research from the local NT base, keep tabs on them.
* 3. Patrol local space, maintain a security perimeter.
* 4. Act as an emergency fall-back for your ‘allies’ at interdyne, should the worst happen


'''For station crew:''' OPFOR before breaking into DS2 to announce intent, so staff can be sure you aren’t just raiding an empty base 5m into a round
* Attack/go to the station without an opfor.
* Attack/Rob people for simply being near the base.
* You should not be raiding nearby ghost roles just for being on the z-level.


=== IC - Code of Conduct: ===
(Station side antags are not to go looking for Interdyne/The Syndicate)


* 'Do not intentionally harm a fellow agent'  
'''(Station crew should have <u>''no idea DS2 exists''</u>, or what it is if encountered.)'''
* 'Do not betray your fellow agents'  
* 'Do not allow yourself, or your fellow agents to be captured, or killed, to the best of your abilities.'  


=== OOC - Rules (Elsewise, inter-DS2 resolvers) ===
'''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
 
|-
* For the most part, as the admiral, MMA, or the 'security officers,' you should be acting within command, or elsewise, equivalent security policy, that means, infact, do not shoot people because you have a disagreement about something, and that you have to follow standard execution protocol, with the MMA standing in for the 'HOS' in security/command policy, and the admiral elsewise standing in for 'Captain.'
|'''<big>COMMS AGENT : Follows standard DS2 rules</big>'''
 
====== '''What you can do:''' ======
* question nearby spacetiders/other-ghost-roles.
* clear nearby ruins (same z-level).
* fortify the space-base.
* patrol local space.
* expand the base.
*Kidnap people with explicit OOC consent (via LOOC).
 
====== '''What you cannot do:''' ======
* Jetpack off into space and tide it yourself (outside z level)
* Attack/go to the station without opfor.
* Kidnap people for the sake of kidnapping them.
* Attack people for simply being near the base.
* Rob people for the sake of robbing them.
 
=Cargodise Lost=
{| class="wikitable"
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!(Unaffiliated Cargo Shuttle)
CoC:
 
Freighter Chief: Absolute say.
 
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. Sell your stock, don’t use everything on yourself, you’re present to make you, and your fellow crewman money.
 
2. If a crate is labeled for a specific person/’faction’, try your best to deliver it, though, this is up to your ‘QMs’ discretion.
 
3. Do not abandon the ship, barring total loss of all other crewmembers, it’s your livelihood, and your (temporary?) home.
 
For station crew: Don’t raid the ship wordlessly, don’t go directly to the cargo bay, try to engage with the freighter crew, and or barter.
|}
|}


=Golems=
== '''Above-Board Corporations''' ==
{| class="wikitable"
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!Don’t raid the station, stay to lavaland if you can (OPFOR to leave it)
!General Rulings:
Don’t sell your omnilathe boards, giving away the creator's gift is damaging to his reputation.
You shouldn't involve yourself with antags, or general security situations, not your dog, not your fight.


Remember, to always tell golems who have just awoken, “Go do whatever.
Avoid full out abandoning your 'base.'
|-
|
=== Freighter Crew: ===
'''<big>Chain of Command:</big>'''


For station crew: Avoid raiding the golem ship, and do not purchase the omnilathe board, yes we’re aware you can buy it, that does not mean it’s allowed.
'''Freighter Chief''': Director of operations, like your own personal Captain, with a much smaller crew.
|}


=Charlie Station/Port Tarkon(?)=
'''Freighter crewman/Excavator''': Below the FC, he’s your boss, you don’t get paid if you piss off your boss, do you?
{| class="wikitable"
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!You’ve woken up a late, to your station in shambles, work to repair it, and figure out what happened.
Do not abandon the base without due cause, you can, however, head to the station for trade.


'''<big>Guidelines:</big>'''
# Sell your stock, don't keep everything to yourself, you should be acting as a sketchy merchant.
# 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 shouldn't be afraid of heading to nearby stations or outposts to get help, or trade.


For station crew: You can freely interact with Tarkon, try to avoid instantly taking them back to the station.
'''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.  
In regards to the syndicate: They are unaware of the Syndicate’s existence and their current standing with NT.  
|}
|}


=Ashwalkers=
='''Isolated Roles'''=
{| class="wikitable"
{| class="wikitable"
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!OPFOR is required for acts of aggression or stealing from the mining base, station, or mining base adjacent assets.
!General Rulings:
Tribals, and worshippers of the necropolis which grants them theoretical immortality, with the catch they have to provide as much as they take.
These are rules that aren't inherently hostile to the station, and generally, shouldn't be trying to pick fights.
|-
|
=== Golems: ===


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.
* You shouldn't be hostile to other roles or the main-station without just cause.
* Don’t sell your omnilathe boards, giving away the creator's gift is damaging to his reputation.
'''For station crew''': Avoid raiding the golem ship, and do not purchase the omnilathe board, yes we’re aware you can buy it, that does not mean it’s allowed.
|-
|
=== Pod Person: ===
You’re a plantman, grow stuff, sell it off for stuff you need, smoke weed.


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.
'''For the stationcrew''': Don’t take the gatfruit, don't steal their tools, not even the combat gloves.
|-
|
=== Blackmarket Dealer: ===


---
* Go out into space, get contraband to sell on the blackmarket, or at the station directly.
 
* You have alot of advantages in space-tiding, so you should limit yourself to give other people a chance to loot around aswell.
(This is not a pass to grief the mining base, or the other ghostroles for daring to kill a fauna at any point)
|-
 
|
---
=== Lavaland Hermit: ===
 
Ashwalkers should have no capability on their own to go to the station, as they should have no idea how a mining shuttle or how its console works. They must either be invited or captured by the crew and so forth.
 
For Syndicate roles: Opfor before involving the ashwalkers in any conflict, be it against the station, or elsewise, naturally this implies player-versus-player combat.


For the station crew: Same as always, don’t raid the camp when it’s empty/clearly uninhabited, Don’t start needless conflict with the ashwalkers, and don’t break the (camp)tendril without good reason (Large scale attacks on the mining base, repeated killings of miners). Don’t use a single ashwalker attacking you as justification to wipe the entire ghost-role. Your character is not a homicidal maniac, and you will never be given permission to pretend to be one unless you are an antagonist.
* See general rulings.
|}
|}


 
='''Tribal Roles'''=
 
= Icewalkers =
{| class="wikitable"
{| class="wikitable"
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!
!General Rulings:
=== General: ===
You shouldn't start playing your tribal chars as other ghostroles/Station Crew unless you intend for them to stay that way.
If the camp's being attacked, being bombed, or elsewise, actively harmed or invaded, you can defend it, this does mean you shouldn't be going around instigating fights for the sake of claiming 'defense' later.  


You are not free without an OPFOR to go sabotaging the station, or connected facilities just because they're around, equally people being around the camp doesn't count as it being attacked, until they actually attack it / steal from it.  
OPFOR is required for escalation without previous build up, think attacking the mining base at 15m in before seeing a miner at all.


As for station interaction, 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.  
If your camp's being attacked, being bombed, or elsewise, actively harmed or invaded, you can defend it, this does mean you shouldn't be going around instigating fights for the sake of claiming 'defense' later.
|-
|'''<big>Opfor Required Actions:</big>'''
* Acts of combat or sabotage against the station, on icebox, this includes destroying the mining base as it's directly attached, for lavaland, this is anything trying to destroy the shuttles or the station-itself above, if you get up there somehow.
* Targeting miners, or 'neutral ghostroles' like interdyne without proper build up.
* Growling, spamming 'begone outsider,' and pointing at a weapon, do not count as escalation, especially before attacking people.
|-
|
=== Ashwalkers: ===
(Roleplaying info TBD)
* Tribals, and 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.
* 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.
** (This is not a pass to grief the mining base, or the other ghostroles for daring to kill a fauna or tendril at any point)


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.
Ashwalkers have been away from advanced technology long enough, it should be almost alien if not magical to them, and even when made aware of it, stuff like the shuttle console is well outside their means of understanding.
 
|-
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.
|
 
=== IceWalkers: ===
The icewalkers have no official leader, or official power overseeing them.
(Click expand for Roleplaying Info)
----Opfor Required Actions:
{| class="wikitable mw-collapsible mw-collapsed"
 
|+
Retaliating against the station at large
!The icewalkers have no official leader, or official power overseeing them.
 
|-
Trying to escalate against any other ghostroles
|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.
 
|-
Non-retaliatory conflict. (Ala, going after stationcrew or elsewise without just cause) 
|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.
 
|-
Targeting the station, or stealing from it / it's adjacent assets.
|Icewalkers are known to call themselves, 'Hearthkin,' but outsiders have drummed up just about any name you can imagine for them.
 
|-
Growling, spamming 'begone outsider,' and pointing at a weapon, do not count as escalation, especially before attacking people.  
|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.
----'Third Parties'
 
Antagonists should be avoiding any attempts to drag the Icewalkers into conflict without it being part of their opfor, and the Icewalkers shouldn't immediately jump on any excuse offered by someone too either.
 
 
For the station crew: Same with the ashwalkers, 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 if it doesn't create roleplay opportunities, and don’t break the cave, hole, or tunnel, whatever they spawn in or it's equipment without escalation.
 
 
Don’t use a single Icewalker attacking you as justification to wipe the entire ghost-role. Do not use a single stationer attacking Icewalkers as justification for massive wars either.
|}
|}
*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' ===


=Pod Person=
* 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.
{| class="wikitable"
* '''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 the cave, hole, or tunnel, whatever they spawn in or it's equipment without escalation.
|+
** Both sides shouldn't take the first act of conflict as an excuse to go on a genocide.
!Pod Person:
*'''For Syndicate roles''': Opfor before involving the ashwalkers in any conflict, be it against the station, or elsewise, naturally this implies player-versus-player combat.
You’re a plantman, grow stuff, sell it off for stuff you need, smoke weed.
 
For the stationcrew: Don’t take the gatfruit, or the cherrybombs, and absolutely do not steal their tools, not even the combat gloves.
|}
|}
{{Rules table}}
{{Rules table}}
[[Category:Rules]]
[[Category:Rules]]
__INDEX__
__INDEX__
__NEWSECTIONLINK__
__NEWSECTIONLINK__

Latest revision as of 01:55, 6 March 2025

Nova Sector policies
Return to policies page

Important Information

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 | Interdyne | Station. -
  • For Antags, you are not to run to Interdyne/DS2 to hide, even if you’ve seen them in-round; without explicit admin permission
  • Ghost roles (except DS2) are allowed to engage in criminal, or elsewise aggressive acts, but as a ghost role you should aim to moderate both the escalation, and the effect whenever possible.
    • REMINDER: LOOC is your friend, and you should make frequent use of it to prevent run-away-escalation.
  • Ghost roles should avoid hogging up large portions of the resources(Megafauna, space ruins, materials, etc) in a round.
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.

This also means they should have strong incentive to not piss off either the Syndicate, or NT.

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.

Do not allow outsiders to know the outpost’s purpose, Maintain a consistent story of In-department medical research, and arms production.

Supply materials and general research to the in-company research wing

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:

  • Go to the station (use the public mining shuttle or elsewise, jetpack to the station from ds2 until you have a shuttle).
  • Trade.
  • Visit other lavaland roles.
  • Visit other space-roles if you end up there.
  • Build in, and around the base.
  • Produce anything you can think to sell, and have the means to make.

What you cannot do:

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

DeepSpace2 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.

3. Act as an emergency fall-back for your ‘allies’ at interdyne, should the worst happen

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, or your fellow agents 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 DS2 Z-Level ghost roles and ruins.
  • Kidnap people with explicit OOC consent (via LOOC).
  • Explore around space (if you enter the station Z, you should pop a 180 and get outta there (planet in the background)
    • while you can explore space, you should atleast 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.
  • Attack/Rob people for simply being near the base.
  • You should not be raiding nearby ghost roles just for being on the z-level.

(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 antags, or 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. Sell your stock, don't keep everything to yourself, you should be acting as a sketchy merchant.
  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 shouldn't be afraid of heading to nearby stations or outposts to get help, or trade.

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:

These are rules that aren't inherently hostile to the station, and generally, shouldn't be trying to pick fights.

Golems:

  • You shouldn't be hostile to other roles or the main-station without just cause.
  • Don’t sell your omnilathe boards, giving away the creator's gift is damaging to his reputation.

For station crew: Avoid raiding the golem ship, and do not purchase the omnilathe board, yes we’re aware you can buy it, that does not mean it’s allowed.

Pod Person:

You’re a plantman, grow stuff, sell it off for stuff you need, smoke weed.

For the stationcrew: Don’t take the gatfruit, don't steal their tools, not even the combat gloves.

Blackmarket Dealer:

  • Go out into space, get contraband to sell on the blackmarket, or at the station directly.
  • You have alot of advantages in space-tiding, so you should limit yourself to give other people a chance to loot around aswell.

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.

OPFOR is required for escalation without previous build up, think attacking the mining base at 15m in before seeing a miner at all.

If your camp's being attacked, being bombed, or elsewise, actively harmed or invaded, you can defend it, this does mean you shouldn't be going around instigating fights for the sake of claiming 'defense' later.

Opfor Required Actions:
  • Acts of combat or sabotage against the station, on icebox, this includes destroying the mining base as it's directly attached, for lavaland, this is anything trying to destroy the shuttles or the station-itself above, if you get up there somehow.
  • Targeting miners, or 'neutral ghostroles' like interdyne without proper build up.
  • Growling, spamming 'begone outsider,' and pointing at a weapon, do not count as escalation, especially before attacking people.

Ashwalkers:

(Roleplaying info TBD)

  • Tribals, and 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.
  • 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.
    • (This is not a pass to grief the mining base, or the other ghostroles for daring to kill a fauna or tendril at any point)

Ashwalkers have been away from advanced technology long enough, it should be almost alien if not magical to them, and even when made aware of it, 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 the cave, hole, or tunnel, whatever they spawn in or it's equipment without escalation.
    • Both sides shouldn't take the first act of conflict as an excuse to go on a genocide.
  • For Syndicate roles: Opfor before involving the ashwalkers in any conflict, be it against the station, or elsewise, naturally this implies player-versus-player combat.
Nova Sector policies