Ghost Role policy: Difference between revisions

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== Important Information ==
== Important Information ==
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|+{{Goodfaith}}
!
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=== OOC: ===
|
For a general rule, don’t rob/destroy/invade empty ghost-roles: This only applies for the first hour.
=== General Ghost Role Expectations: ===


No double-dipping characters between any of the following, without having them approved as a 'double agent.'
* Don’t rob/destroy/invade empty ghost-roles within the first hour.
** <small>With exception for DS2, where you should opfor before raiding due to the nature of it's existence.</small>
* No double-dipping characters between any of the following, without having them approved as a 'double agent.' See the double agents guidelines below.
** DS2 to Other roles and vice versa.
** Interdyne to Other roles and vice versa.
* 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 [[Server Rules#Rule 10: No Self-Antagging|Rule 10]].
|-
|
===== <big>About OPFORS:</big> =====


- DS2 | Interdyne | Station. -
* 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.
 
No ashwalker chars on the station/syndicate/Interdyne unless you intend to play them as incapable of returning to being a ‘tribal’.
 
Ghost roles can only research if the total research points are above 3300.
 
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)
 
For Antags, you are not to run to Interdyne/DS2 to hide, even if you’ve seen them in-round; without explicit admin permission.
|}
|}


== OOC: Company Locations ==
== Company Locations ==
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|Cybersun
|Cybersun
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== '''Interdyne Info''' ==
=Interdyne Pharmaceuticals=
<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>
 
<big>The unhappy middleman between the NT, and the Syndies, with either side accusing them of being with the other.</big>
 
<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>
 
<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>
 
<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>
 
==OOC - Important Rules==
<big>What you can do:</big>
 
* 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
 
<big>What you cannot do:</big>
 
* Act like an antag
* 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"
{| class="wikitable"
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|+
!<big>About OPFORS:</big>
!'''<big>Interdyne Pharmaceuticals</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.
|}


== IC - Lavaland Rules of Engagement: ==
(Press Expand to see roleplaying info.)
{| 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.
|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.
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.
<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>
|}


== Interdyne Mining/Research Operations (Lavabase) COC: ==
<small>You shouldn’t be trying to directly damage or harm the station/DS2, only providing the means for others to do so.</small>
{| class="wikitable"
|-
|+
|'''<big>Chain Of Command:</big>'''
!Deck Officer: Full Management Authority
Scientists+Miners: Under both of their command, in respective order.


Rules of the house:
'''Deck Officer''': Full management authority


1. Defend the base, and maintain a layer of secrecy.
'''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.


2. Do not allow outsiders to know the outpost’s purpose, Maintain a consistent story of In-department medical research, and arms production.
Maintain a consistent story of In-department medical research, and arms production.
 
|-
3. 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 Additional Info (OOC/IC): ==
Interdyne-Syndicate Relations
{| class="wikitable"
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!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.
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>Important Rulings:</big>'''


=== IC/(OOC) - Modus Operandi: ===
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.
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:
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.
 
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.


(In lieu of a deck officer, follow the CoC for who can lead operations, but no matter who, they MUST OPFOR beforehand.)
<big>'''What you can do:'''</big>


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


Sabotaging the mining base’s power to delay them getting back and forth from the station.
<big>'''What you cannot do:'''</big>


Building bridges to let Nanotrasen’s gulag/icebox prisoners escape into the main base.  
* Act like an antag.
 
* Permanently imprison people (without ooc consent).
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==
=='''Deep Space 2 Info'''==
'''(spacebase)'''
{| class="wikitable"
{| 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)
!Syndicate Space Base, Deep Space 2
(Press Expand for roleplaying info.)
{| class="wikitable mw-collapsible mw-collapsed"
|+
!For the Admiral:
Operation Procedures:
 
1. Defend the base and maintain its integrity.


==== (Station crew should have '''<u>''no idea DS2 exists''</u>''', or what it is if encountered.) ====
2. Patrol local space, and maintain a security perimeter.
(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===
|-
|'''<big>Chain of Command</big>'''
*'''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.
'Do not allow yourself to be captured or killed to the best of your abilities.'
|}
|-
|'''<big>Important Rulings:</big>'''


You should not be raiding other ghost roles.
'''What you can do:'''


About OPFORs:
* 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.


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.
'''What you cannot do:'''


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.
* 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 <u>''no idea DS2 exists''</u>, or what it is if encountered.)'''


COMMS AGENT : Follows standard DS2 rules
'''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
|-
|'''<big>COMMS AGENT: Follows standard DS2 rules</big>'''
|}
|}


== OOC - For the Admiral: ==
= '''Double Agents''' =
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{| class="wikitable"
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!General Rulings:
!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.
Though you may be a part of a antagonist faction, you cannot act as a antagonist without rolling antagonist or having an approved OPFOR.
(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: ===
You may know of DS-2/Interdyne, you should not be going there and grabbing gear or running there if you run into any trouble on station.
 
|-
* 1. Defend the base, maintain its integrity.
|Double agents are characters who have, through our application process, are allowed to double dip into roles of their respective chosen faction;
* 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
 
=== 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.'
 
=== OOC - Rules (Elsewise, inter-DS2 resolvers) ===
 
* 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.'
 
====== '''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.
* DS-2 to Station/Interdyne.
* Interdyne to Station/DS-2.
Apply for Double Agent on the discord in [https://discord.com/channels/1171566433923239977/1173325576027787374 Open-a-ticket].


Freighter crewman/Excavator: Below the FC, he’s your boss, you don’t get paid if you piss off your boss, do you?
You can also find the roster on the discord, [https://discord.com/channels/1171566433923239977/1360615005736669354 here].


Guidelines:
=== Double Agent Requirements and Restrictions; ===


1. Sell your stock, don’t use everything on yourself, you’re present to make you, and your fellow crewman money.
* Your character will have to fit the bill for each respective roles additional requirements and you'll have to be ready to have your double-agent status revoked if you get called out, or confirmed as a double agent of any roles 'risk' group. Be careful, being a double agent means that you now have to be secretive of who ''really'' you are. If you run around blatantly bragging about how you work for a direct competitor, be ready to have your license to double revoked.
 
* In being a double agent, your character will now be barred from any command and security role on both sides of the faction you chose.
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.  
* You cannot be a double agent for all three factions. It's a double agent, not a triple agent.
 
* There should be a vaguely believable justification as to how and why your character would be a double agent. It doesn't have to be a manifesto, but at least enough to show us that you have a believable and grounded character.
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"
{| 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 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>'''
# Do whatever you want with your stock, at this point your situation is dire enough that desperate times call for deseperate measures.
# 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, try to avoid instantly taking them back to the station.
'''For station crew''': You can freely interact with Tarkon.


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 Info:
Tribals, and worshippers of the necropolis which grants them theoretical immortality, with the catch they have to provide as much as they take.
|-
|
=== 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.
* Lore TBD
'''For station crew''': See general rules.
|-
|
=== Pod Person: ===


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.
* See general rulings.


---
'''For the stationcrew''': See General Rulings.
|-
|
=== Blackmarket Dealer: ===


(This is not a pass to grief the mining base, or the other ghostroles for daring to kill a fauna at any point)
* You have alot of advantages in space-tiding thanks to your ship and equipment, so keep in mind [[Server Rules#Rule 5: Act in Moderation|act in moderation]].
|-
|
=== Lavaland Hermit: ===


---
* See general rulings.
 
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.
|}
|}


 
='''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.  
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 [[Server Rules#Rule 5: Act in Moderation|rule 5]].


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.
|-
|'''<big>Opfor Required Actions:</big>'''
* Acts of combat or sabotage against the mining 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.
** 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.
* If you do get into active conflict with the miners/station, do not destroy the shuttles.


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 that 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.
*While you can end up being hostile with the station, there should be some escalation.
|-
|
=== 'Third Parties' ===


=Pod Person=
* Antagonists should be avoiding any attempts to drag the Tribal Roles into conflict without sufficient roleplay.
{| 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 their spawns for no reason.
|+
** Both sides shouldn't take the first act of conflict as an excuse to go on a genocide.
!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, 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__

Revision as of 15:14, 12 April 2025

Nova Sector policies
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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!

General Ghost Role Expectations:

  • Don’t rob/destroy/invade empty ghost-roles within 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.' See the double agents guidelines below.
    • DS2 to Other roles and vice versa.
    • Interdyne to Other roles and vice versa.
  • 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

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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

Double Agents

General Rulings:

Though you may be a part of a antagonist faction, you cannot act as a antagonist without rolling antagonist or having an approved OPFOR.

You may know of DS-2/Interdyne, you should not be going there and grabbing gear or running there if you run into any trouble on station.

Double agents are characters who have, through our application process, are allowed to double dip into roles of their respective chosen faction;
  • DS-2 to Station/Interdyne.
  • Interdyne to Station/DS-2.

Apply for Double Agent on the discord in Open-a-ticket.

You can also find the roster on the discord, here.

Double Agent Requirements and Restrictions;

  • Your character will have to fit the bill for each respective roles additional requirements and you'll have to be ready to have your double-agent status revoked if you get called out, or confirmed as a double agent of any roles 'risk' group. Be careful, being a double agent means that you now have to be secretive of who really you are. If you run around blatantly bragging about how you work for a direct competitor, be ready to have your license to double revoked.
  • In being a double agent, your character will now be barred from any command and security role on both sides of the faction you chose.
  • You cannot be a double agent for all three factions. It's a double agent, not a triple agent.
  • There should be a vaguely believable justification as to how and why your character would be a double agent. It doesn't have to be a manifesto, but at least enough to show us that you have a believable and grounded character.

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.

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

Isolated Roles

General Info:

Golems:

  • Lore TBD

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 mining 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.
    • 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.
  • If you do get into active conflict with the miners/station, do not destroy the shuttles.

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

IceWalkers:

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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.
  • While you can end up being hostile with the station, there should be some escalation.

'Third Parties'

  • Antagonists should be avoiding any attempts to drag the Tribal Roles into conflict without sufficient roleplay.
  • 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