Ghost Role policy: Difference between revisions
No edit summary |
Silly Goober (talk | contribs) |
||
(12 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{Rules navbar}} | {{Rules navbar}} | ||
== Important Information == | == Important Information == | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+{{Goodfaith}} | ||
|- | |||
=== | | | ||
=== 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> ===== | |||
* 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 == | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
Line 55: | Line 52: | ||
|Cybersun | |Cybersun | ||
|} | |} | ||
== '''Interdyne Info''' == | |||
= | |||
== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
!<big> | !'''<big>Interdyne Pharmaceuticals</big>''' | ||
(Press Expand to see roleplaying info.) | |||
{| class="wikitable" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+ | |+ | ||
|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. | |||
<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> | |||
<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>''' | ||
'''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. | 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>''' | |||
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. | |||
<big>'''What you can do:'''</big> | |||
* Visit any role to interact with them. | |||
* Build in, and around the base. | |||
* Produce anything you can think of to sell or trade. | |||
<big>'''What you cannot do:'''</big> | |||
* Act like an antag. | |||
* Permanently imprison people (without ooc consent). | |||
( | |||
|} | |} | ||
== | =='''Deep Space 2 Info'''== | ||
''' | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
!( | !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. | |||
2. Patrol local space, and maintain a security perimeter. | |||
|- | |||
|'''<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' | |||
'Do not betray your fellow agents' | |||
'Do not allow yourself to be captured or killed to the best of your abilities.' | |||
|} | |||
|- | |||
|'''<big>Important Rulings:</big>''' | |||
'''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 <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>''' | |||
|} | |} | ||
= | = '''Double Agents''' = | ||
{| class="wikitable" | {| class="wikitable" | ||
!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 [https://discord.com/channels/1171566433923239977/1173325576027787374 Open-a-ticket]. | |||
You can also find the roster on the discord, [https://discord.com/channels/1171566433923239977/1360615005736669354 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''' = | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
! | !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: === | |||
'''<big>Chain of Command:</big>''' | |||
'''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? | |||
'''<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 | '''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. | ||
|} | |} | ||
= | ='''Isolated Roles'''= | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
! | !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 [[Server Rules#Rule 5: Act in Moderation|act in moderation]]. | |||
|- | |||
| | |||
=== Lavaland Hermit: === | |||
* See general rulings. | |||
|} | |} | ||
='''Tribal Roles'''= | |||
= | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
! | !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 [[Server Rules#Rule 5: Act in Moderation|rule 5]]. | |||
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 | | | ||
=== IceWalkers: === | |||
(Click expand for Roleplaying Info) | |||
- | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+ | |||
!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. | |||
For the | |||
|} | |} | ||
{{Rules table}} | {{Rules table}} | ||
[[Category:Rules]] | [[Category:Rules]] | ||
__INDEX__ | __INDEX__ | ||
__NEWSECTIONLINK__ | __NEWSECTIONLINK__ |
Revision as of 15:14, 12 April 2025
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.) |
---|
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:
What you cannot do:
|
Deep Space 2 Info
Syndicate Space Base, Deep Space 2
(Press Expand for roleplaying info.) |
---|
Important Rulings:
What you can do:
What you cannot do:
(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;
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;
|
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:
|
Charlie Station / Port Tarkon:
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:
For station crew: See general rules. |
Pod Person:
For the stationcrew: See General Rulings. |
Blackmarket Dealer:
|
Lavaland Hermit:
|
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:
|
Ashwalkers:(Roleplaying info TBD on lore.)
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)
|
'Third Parties'
|