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* If you believe an admin is in the wrong with a ruling, calmly take the incident to an [https://discord.com/channels/1171566433923239977/1173325576027787374 '''Staff-Report''']. | * If you believe an admin is in the wrong with a ruling, calmly take the incident to an [https://discord.com/channels/1171566433923239977/1173325576027787374 '''Staff-Report''']. | ||
*If an admin tells you that something is IC, valid, and so forth, that is the final answer. Admins are not obligated to give you more information than they think is necessary during an ongoing round. | *If an admin tells you that something is IC, valid, and so forth, that is the final answer. Admins are not obligated to give you more information than they think is necessary during an ongoing round. | ||
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*Knowledge must be consistent with the character; that means they shouldn't suddenly know how to do complex surgeries when convenient, when they previously couldn't. | *Knowledge must be consistent with the character; that means they shouldn't suddenly know how to do complex surgeries when convenient, when they previously couldn't. | ||
*Do not act silly in a way that disrupts others RP or detracts from the overall immersion, this includes stuff like: netspeak, saying or creating popular memes on the floor, etc. | *Do not act silly in a way that disrupts others RP or detracts from the overall immersion, this includes stuff like: netspeak, saying or creating popular memes on the floor, etc. | ||
*Follow the character standards: [[ | *Follow the character standards: [[Nova Roleplay Expectations|.]] | ||
*Do not impersonate other player's characters with the exception of things such as changeling shapeshifting. | *Do not impersonate other player's characters with the exception of things such as changeling shapeshifting. | ||
**'''If you are playing someone else's character( I.E, changeling, genetics, etc.), you are not allowed to ERP as that character without OOC permission.''' | **'''If you are playing someone else's character( I.E, changeling, genetics, etc.), you are not allowed to ERP as that character without OOC permission.''' | ||
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If you are not an antag, do not do the following: | If you are not an antag, do not do the following: | ||
* | *Roleplaying as a established antagonist, terrorist, mass bombing, or otherwise destroying large parts of a department or the station. | ||
*Murder someone | *Murder someone for no reason. | ||
*Sabotage important station facilities (flooding Security with plasma, blowing up Engineering, unleashing viruses from Virology) or otherwise making the round unplayable for the crew without any escalation ingame. | |||
*Sabotage important station facilities (flooding Security with plasma, blowing up Engineering, unleashing viruses from Virology) or otherwise making the round unplayable for the crew. | |||
=== 10.5 Non-Antagonist Criminal Addendum === | === 10.5 Non-Antagonist Criminal Addendum === | ||
'''For non-antagonist criminals, please read the below:''' | '''For non-antagonist criminals, please read the below:''' | ||
*Crime is allowed, however, self-antagging is not. | *Crime is allowed, however, self-antagging is not. Your level of roleplay should fit the level of the crime, the higher level your crime, the more roleplay is expected. | ||
**To be a non-antag criminal ICly, you must be able to read the round and station, and you must be focused on roleplay and creating fun for others. It is not an excuse to be LRP. | **To be a non-antag criminal ICly, you must be able to read the round and station, and you must be focused on roleplay and creating fun for others. It is not an excuse to be LRP. | ||
*If you are ever considering doing something particularly drastic in terms of escalation request permission via Admin-Help or OPFOR. | *If you are ever considering doing something particularly drastic in terms of escalation request permission via Admin-Help or OPFOR. | ||
'''In conclusion, to be a non-antag criminal,''' | '''In conclusion, to be a non-antag criminal,''' | ||
*You must be low maintenance for security | *You must be low maintenance for security. | ||
*You should try to dial it back if the round heats up; or elsewise, keep the impact minimal. | *You should try to dial it back if the round heats up; or elsewise, keep the impact minimal. | ||
*You should try to create RP around your crimes for the individuals involved. | *You should try to create RP around your crimes for the individuals involved. | ||
|- | |- | ||
| | | | ||
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* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help. | * If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help. | ||
'''<big>You must have OOC consent from the erping parties to interrupt ERP in a private area.</big>''' | '''<big>You must have OOC consent from the erping parties to interrupt ERP in a private area.</big>''' | ||
* A private space is an inhabited enclosed area, non-visible to the public, and not vital to the core functions of a department's job. Any space that does not fit into these criteria is a public space. Staff can make the distinction if an area is public or private in the event of an issue. | |||
* If you stumble upon it, ask for LOOC consent before interrupting. | * If you stumble upon it, ask for LOOC consent before interrupting. | ||
* While people can publicly ERP, a player has the right to ask them to stop or go somewhere else in LOOC, if there is issues, ahelp. | * While people can publicly ERP, a player has the right to ask them to stop or go somewhere else in LOOC, if there is issues, ahelp. | ||
| Line 193: | Line 190: | ||
!Ruling | !Ruling | ||
!Description | !Description | ||
|- | |- | ||
|'''Rolling Antagonist as a 'Unintended roles'''' | |'''Rolling Antagonist as a 'Unintended roles'''' | ||
|Departmental Guards/Security/Command/Prisoner/GhostRoles are expected to notify staff if they have rolled traitor, changeling or heretic as it is not intended for them to do so. They may choose to either respawn as another job or to pass on the antag status. | |Departmental Guards/Security/Command/Prisoner/GhostRoles are expected to notify staff if they have rolled traitor, changeling or heretic as it is not intended for them to do so. They may choose to either respawn as another job or to pass on the antag status. | ||
|- | |- | ||
|'''Item requests''' | |'''Item requests''' | ||
|Item requests unless it was an item that failed to spawn as you joined should be done through prayers and not AHELPs. | |Item requests unless it was an item that failed to spawn as you joined should be done through prayers and not AHELPs. | ||
|- | |- | ||
|'''Ghost Cafe Conduct:''' | |'''Ghost Cafe Conduct:''' | ||
|The ghost cafe is not an arena and should not be used in selfish manners. | |The ghost cafe is not an arena and should not be used in selfish manners. | ||
You shouldn't be griefing it, as it's meant to be a place for private-or-quiet RP. | You shouldn't be griefing it, as it's meant to be a place for private-or-quiet RP. | ||
|- | |- | ||
|'''Blackout Policy:''' | |'''Blackout Policy:''' | ||
| Line 214: | Line 207: | ||
Blackout applies to cyborgs as well, you will not remember the above mentioned if you are killed or your chassis destroyed. To note, being deconstructed while functional does not trigger the blackout and you will still keep the memories. | Blackout applies to cyborgs as well, you will not remember the above mentioned if you are killed or your chassis destroyed. To note, being deconstructed while functional does not trigger the blackout and you will still keep the memories. | ||
|- | |- | ||
|'''Ruling on Prisoners''' | |'''Ruling on Prisoners''' | ||
|Prisoners(the job, roundstart or latejoin) must OPFOR to be a significant nuisance or escape. | |Prisoners(the job, roundstart or latejoin) must OPFOR to be a significant nuisance or escape. | ||
|- | |- | ||
|'''Protection for Suicide, Mental Health, and Trauma RP''' | |'''Protection for Suicide, Mental Health, and Trauma RP''' | ||
|Players have no obligation to participate in Suicide, Mental Health, or Self-Harm roleplay regardless of role. | |Players have no obligation to participate in Suicide, Mental Health, or Self-Harm roleplay regardless of role. | ||
|} | |} | ||
|} | |} | ||
| Line 259: | Line 249: | ||
# Understand '''[[Antagonist Policy#PMS|Permanent Mechanical State]] and the [[Nova Roleplay Expectations#1. Combat Indicator|Combat Indicator]].''' | # Understand '''[[Antagonist Policy#PMS|Permanent Mechanical State]] and the [[Nova Roleplay Expectations#1. Combat Indicator|Combat Indicator]].''' | ||
# You should not leave the station unless the threat is out in space or lavaland. | # You should not leave the station unless the threat is out in space or lavaland. | ||
|- | |- | ||
|'''Medical''' | |'''Medical''' | ||
| Line 280: | Line 269: | ||
# Cargo is still under Corporate Regulations while on NT Property. | # Cargo is still under Corporate Regulations while on NT Property. | ||
|} | |} | ||
==Gameplay States and Policy== | |||
There are three states you will find yourself in while enjoying Space Station 13 in a roleplay environment. These are fluid conditions which you can consider as simply as the difference between standing still and walking across a room. We consider three types: being social, engaging with the core gameplay itself which we call Mechanics, and engaging in violence. | |||
=== Roleplay State === | |||
When you are standing about talking in low-tension public spaces, when you are repositioning yourself in a scene good faith like stepping aside for traffic, and when your actions do not place you at a direct advantage over another player (such as a bartender preparing drinks, or a doctor providing routine healthcare in normal medbay conditions) you are existing in a Roleplay State. | |||
Roleplay States can be extended to things that might normally be considered Mechanical only if it is appropriately supported by custom emotes and ample waiting time for people to read. | |||
You are engaging with SS13 as a social layer with which to interact with others, not as a competitive or gameplay oriented layer, at least in that immediate moment. | |||
=== Mechanical State === | |||
When you are engaging with any gameplay feature that meaningfully changes your standing relative to others, whether by gaining an edge, taking on risk, or affecting your ability to act, you are entering a Mechanical State. Some examples of this State are: | |||
* Equipping a weapon or disabling it's safeties | |||
* Shoving someone in a way which causes them to fall over in non-hostile scenarios, or which doesn't cause them damage or immediate situational disadvantage | |||
* Stitching your wounds or those of others in the field, particularly when done without a custom emote supporting it | |||
* Using the radio to call for backup or otherwise say things that would alert people that there is something going on. | |||
* Opening a door | |||
* Existing or moving about in a hostile or obviously dangerous area, such as near active fights or warzones | |||
=== Combat State and Combat Indicator (CI) === | |||
When you intend to do anything in a Mechanical State that puts someone else at physical risk, or which causes direct harm, or places them at a situational gameplay disadvantage, you are preparing to enter Combat State. | |||
Actions that require you to engage CI before proceeding (initiating): | |||
* Firing, utilizing, reloading, or preparing a weapon | |||
* Planning to depressurize a room with malicious intent, starting a fire, or any other environmental techniques | |||
* Preparing an explosive | |||
* Applying handcuffs or resisting out of handcuffs without emotes supporting your actions | |||
* Using a radio within view of, or planning to move away to use the radio, to communicate the location of someone in any sense other than social altruism, such as "Contractor Sci Maints" on Common or "I'm with them in the Courtroom right now" on Security frequencies. | |||
* Running away from a clearly socially escalated situation, such as Security doing hallway detainment, or running when someone has a gun aimed at you | |||
Actions that count as automatic reciprocation, satisfying CI without an independent wait: | |||
* Fleeing a threat that has already engaged CI against you | |||
* Resisting handcuffs being applied to you | |||
* Being attacked, or getting involved as collateral in a fight | |||
'''To legally enter a Combat State, you must engage with the Combat Indicator system.''' | |||
==== Combat Indicator (CI) ==== | |||
[[File:CombatIndicator.png|frame|A security operative reciprocates the CI of a greytider, showing off the UI elements you should pay attention to.]] | |||
The Combat Indicator is a game system that uses a hotkey to signal that you are entering Combat State, which is transitioning from roleplay or mechanics to combat, or elsewise putting yourself at a significant advantage over someone else with regards to the game environment. | |||
The default keybind for Combat Indicator is {{Key|C}}. This can be changed in Preferences -> Game Preferences -> Keybindings -> Human -> Combat Indicator. | |||
This game system provides a mechanism to clearly establish the transition from Roleplay and Mechanics to Combat by: | |||
* Providing a UI element which is visible in all conditions | |||
* Playing a noticeable audible cue | |||
* Sending large red text in chat warning that you are entering an aggressive state. | |||
'''After activating CI, <big>you must wait at least FIVE seconds</big>, unless your target reciprocates CI, or enters / obviously continues a Mechanical State, to begin Combat.''' | |||
==== Ambushes, Traps, and Stealth Weapons ==== | |||
Due to the constraints of Combat Indicator and our roleplay expectations, you should not attempt to ambush people if you are not PMS and in an active battle zone. | |||
Equally, as we require Combat Indicator to be used to gain mechanical advantage, you must be within view of your target and also engage CI to utilize a trap. This means you cannot set trigger traps in nearly every situation. | |||
Nova Sector's Combat Indicator system means true surprise attacks are not supported by design. Silent tools like poison or sleepy pens are for narrative and roleplay setup, not mechanical ambush, and still require CI at the moment of use if roleplay does not fully convey and allow for reaction to the attempt. | |||
==== Permanent Mechanical State (PMS) ==== | |||
Permanent Mechanical State is a status that is applied through Policy and IC circumstance which waives the Combat Indicator engagement timeframe protection. '''This means you only need to engage CI to begin mechanics, without the normal wait time.''' | |||
You may attempt to drop the PMS Status by disabling your CI and refusing to return violent contact with your aggressor. You may dodge and attempt to avoid damage during this time. | |||
If someone that is PMS appears to be making an effort to return to a Roleplay State, you should attempt to indulge them. You are not obligated to do so. | |||
Permanent Mechanical State Status Triggers are conditions in which the PMS status is applied automatically. These are currently: | |||
* Area of Effect passives such as the Demoralizer mod module, Chaplain Bard equipment, Heretic auras, and similar. | |||
* Anyone repeatedly teleporting or jaunting to escape confrontation | |||
=== The Dynamic Antagonist Objective System and Conflict Opt-Ins === | |||
There are two different layers to interacting with the common hostilities on Station. | |||
The first is Dynamic Opt-in (Be Antagonist Target in Character Creator > Character > Character Profile), which dictates how the Dynamic Antagonist Objective game system selects targets. | |||
The second is Conflict Opt-In, (Be a Part of the Conflict in the same panel, just below Antagonist Opt-In), which describes how you can be expected to behave when exposed to Antagonism on Station, as defined above. | |||
Your Dynamic Opt decides your minimum level of Conflict Opt. Without adjusting your Dynamic Opt, you can freely adjust the level of Conflict you wish to participate in. Select carefully, as this cannot be waived in the moment for a specific situation. The only way to change your selection is by Admin Help, and any change applies going forward, not retroactively to what's already happened. | |||
{| class="wikitable" | |||
|+Equating Dynamic and Conflict Opts | |||
!Dynamic Opt | |||
!Minimum Conflict Opt | |||
|- | |||
|No | |||
|Passive | |||
|- | |||
|Yes - Inconvenience | |||
|Involved | |||
|- | |||
|Yes - Kill | |||
|Vulnerable | |||
|- | |||
|Yes - Round Removal | |||
|Expendable | |||
|} | |||
'''Round Removal''' is defined as a death in which the victim is unlikely or unable to recover from. It also captures deaths which require an exceptional level of medical effort to revert, such as gibbing or braining. | |||
==== Dynamic Opt-In (Be Antagonist Target) ==== | |||
Dynamic Opt-In governs which players the automated Antagonist Objective system may select as a target for generated objectives. It does not restrict which players a live antagonist may choose to involve organically, that is governed by Conflict Opt-In below. | |||
* '''No''' removes you from the Antagonist Objective Pool. | |||
* '''Yes - Inconvenience''' allows the Antagonist Objective Pool to select you for non-lethal objectives. | |||
* '''Yes - Kill''' allows the Antagonist Objective Pool to select you for lethal objectives. | |||
* '''Yes - Round-Removal (RR)''' allows the Antagonist Objective Pool to select you for anything. | |||
==== Conflict Opt-In (Be a Part of the Conflict) ==== | |||
Your Conflict Opt-In selection dictates how you are expected to behave when exposed to antagonism or criminal behavior directed at you or your Department. It also dictates how other Crew should handle you when going about their criminal business. These Opt-Ins do not exclude you from IC consequences, or protect you from situations that you yourself escalate. | |||
You can only adjust your Conflict-Opt by creating an Admin Help and having your preferences refreshed. The gameplay expectations created by your selection of Conflict Opt cannot be changed otherwise. | |||
* '''Passive''' crew exist as set pieces, excluded from being the focus of major round events or participating in Antagonism wherever possible. | |||
* '''Involved''' crew are accepting of confrontation and conflict within the focus and boundaries of roleplaying and story building. | |||
* '''Vulnerable''' crew accept all situations, particularly mechanics and violence, while maintaining protection from Round Removal. | |||
* '''Expendable''' crew do not care if they live or die. Being gibbed is funny to them and they accept any and all dire consequences which may occur. | |||
=== Station Threat === | |||
Station Threat is a theoretical status that is applied through Policy and gained by IC circumstance which permits any Crew to engage a threat as a valid-huntable target, following roleplay escalation expectations. | |||
Station Threat Status Triggers are conditions in which the Station Threat status is applied automatically. These are currently: | |||
* Anyone that threatens the Station by Announcement System. This includes antagonists that create a Station Announcement as part of their mechanics, such as when a Contractor successfully abducts a Target. | |||
* Anyone or any Group that the Captain labels SPECIFICALLY as a 'Station Threat' in an Announcement. The Captain may also remove Station Threat status the same way. | |||
* Anything or anyone that Central Command designates by Announcement. | |||
* Anyone who causes more than half of the current Security Team to be combat-disabled or deceased. | |||
{{Rules table}} | {{Rules table}} | ||
[[Category:Rules]] | [[Category:Rules]] | ||
Latest revision as of 02:55, 2 November 2026
Nova Sector 13 Rules
| These rules are the framework for everyone on the server.
This server is for people who are 18 years of age or older. No exceptions. Our servers are based in the United States, and because of that we adhere to both US-Federal Law, and its moral guidelines. | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rule 0: Be Mature
| ||||||||||||||
Rule 1: Do Not GriefGriefing is the act of deliberately annoying or angering another player maliciously. This includes EORG (End of Round Griefing)
| ||||||||||||||
Rule 2: Listen to the staff teamThe staff is responsible for upholding the enforcement of rules on the server. As such, they have a final say on related matters. Take feedback about staff to a staff-report, or staff-feedback.
| ||||||||||||||
Rule 3: Stay In-Character and Meet Character StandardsYour character must fit into the lore and setting, this includes their current situation.
| ||||||||||||||
Rule 4: Meet Minimum Roleplaying Standards - No LRP, Be Immersive
| ||||||||||||||
Rule 5: Act in Moderation
| ||||||||||||||
Rule 6: Play the job you have
For Reference: This means you should be trying your best to fulfill the role of your job atleast to a bare minimum, like setting up the SM as engineering; this doesn't mean you're required to know how on your first round, but you should try to seek help on how to do it right. | ||||||||||||||
Rule 7: Do not metagame or metagrudge
| ||||||||||||||
Rule 8: Do not powergamePowergaming is when you step outside your character's normal abilities just to guarantee you come out on top in every situation. It’s especially a problem when it messes with the roleplaying environment for everyone else. The more you lean into powergaming, the more you should focus on keeping the roleplay at the forefront before and after any fights. At some point, though, it will become staff discretion based on the overall impact. | ||||||||||||||
Rule 9: Do not valid-huntValid-hunting is defined as; going out of your way to target a player, based on or else-wise dependent on perceived antag status alone. Justifiable reasons exclude you from this, such as:
If an Antagonist is not currently a station threat, or PMS, do not go out of your way to chase them down without valid IC reason.
Attempting to root out Antagonists without any confirmation of a related threat is valid-hunting. | ||||||||||||||
Rule 10: No Self-AntaggingSelf-antagging is the act of acting like an general antagonist, when you are not. If you are going to do something that may fall into antagonism, make an OPFOR or Ahelp if you're not sure. If you are not an antag, do not do the following:
10.5 Non-Antagonist Criminal AddendumFor non-antagonist criminals, please read the below:
In conclusion, to be a non-antag criminal,
| ||||||||||||||
Rule 11: 'Misc RP' / ERPRespect people's prefs.
Don’t be a dick
Don’t make drama out of ERP
You must have OOC consent from the erping parties to interrupt ERP in a private area.
If you are reading this and applying to the server, please type BANANA EGG, in the chat after you create your ticket to confirm you've read this document. | ||||||||||||||
Rule 12: Situational RulingsThese are rulings made to address a specific circumstance, or act, that don't necessarily fit within the rest of the rules, but equally go against the goals of the server.
|
Department Policies
Below you can find specific department policies. These policies apply to anyone in said department, or if they are acting as a member of the department. Any additional standards laid out by a head of staff/command is primarily an IC issue unless otherwise breaking server rules.
| Department | Policy |
|---|---|
| Central Command Crew | These rules apply to the Central Command members stationed with the crew (Blueshield and NTC).
|
| Command | The Captain can lay out additional IC standards for command, within reason.
|
| Security | The Head of Security can lay out additional IC standards for security, within reason.
|
| Medical | The CMO can lay out additional IC standards for medical, within reason.
|
| Engineering | The CE can lay out additional IC standards for Engineering, within reason.
|
| Cargo | The Quartermaster can lay out additional IC standards for cargo, within reason.
|
Gameplay States and Policy
There are three states you will find yourself in while enjoying Space Station 13 in a roleplay environment. These are fluid conditions which you can consider as simply as the difference between standing still and walking across a room. We consider three types: being social, engaging with the core gameplay itself which we call Mechanics, and engaging in violence.
Roleplay State
When you are standing about talking in low-tension public spaces, when you are repositioning yourself in a scene good faith like stepping aside for traffic, and when your actions do not place you at a direct advantage over another player (such as a bartender preparing drinks, or a doctor providing routine healthcare in normal medbay conditions) you are existing in a Roleplay State.
Roleplay States can be extended to things that might normally be considered Mechanical only if it is appropriately supported by custom emotes and ample waiting time for people to read.
You are engaging with SS13 as a social layer with which to interact with others, not as a competitive or gameplay oriented layer, at least in that immediate moment.
Mechanical State
When you are engaging with any gameplay feature that meaningfully changes your standing relative to others, whether by gaining an edge, taking on risk, or affecting your ability to act, you are entering a Mechanical State. Some examples of this State are:
- Equipping a weapon or disabling it's safeties
- Shoving someone in a way which causes them to fall over in non-hostile scenarios, or which doesn't cause them damage or immediate situational disadvantage
- Stitching your wounds or those of others in the field, particularly when done without a custom emote supporting it
- Using the radio to call for backup or otherwise say things that would alert people that there is something going on.
- Opening a door
- Existing or moving about in a hostile or obviously dangerous area, such as near active fights or warzones
Combat State and Combat Indicator (CI)
When you intend to do anything in a Mechanical State that puts someone else at physical risk, or which causes direct harm, or places them at a situational gameplay disadvantage, you are preparing to enter Combat State.
Actions that require you to engage CI before proceeding (initiating):
- Firing, utilizing, reloading, or preparing a weapon
- Planning to depressurize a room with malicious intent, starting a fire, or any other environmental techniques
- Preparing an explosive
- Applying handcuffs or resisting out of handcuffs without emotes supporting your actions
- Using a radio within view of, or planning to move away to use the radio, to communicate the location of someone in any sense other than social altruism, such as "Contractor Sci Maints" on Common or "I'm with them in the Courtroom right now" on Security frequencies.
- Running away from a clearly socially escalated situation, such as Security doing hallway detainment, or running when someone has a gun aimed at you
Actions that count as automatic reciprocation, satisfying CI without an independent wait:
- Fleeing a threat that has already engaged CI against you
- Resisting handcuffs being applied to you
- Being attacked, or getting involved as collateral in a fight
To legally enter a Combat State, you must engage with the Combat Indicator system.
Combat Indicator (CI)

The Combat Indicator is a game system that uses a hotkey to signal that you are entering Combat State, which is transitioning from roleplay or mechanics to combat, or elsewise putting yourself at a significant advantage over someone else with regards to the game environment.
The default keybind for Combat Indicator is C. This can be changed in Preferences -> Game Preferences -> Keybindings -> Human -> Combat Indicator.
This game system provides a mechanism to clearly establish the transition from Roleplay and Mechanics to Combat by:
- Providing a UI element which is visible in all conditions
- Playing a noticeable audible cue
- Sending large red text in chat warning that you are entering an aggressive state.
After activating CI, you must wait at least FIVE seconds, unless your target reciprocates CI, or enters / obviously continues a Mechanical State, to begin Combat.
Ambushes, Traps, and Stealth Weapons
Due to the constraints of Combat Indicator and our roleplay expectations, you should not attempt to ambush people if you are not PMS and in an active battle zone.
Equally, as we require Combat Indicator to be used to gain mechanical advantage, you must be within view of your target and also engage CI to utilize a trap. This means you cannot set trigger traps in nearly every situation.
Nova Sector's Combat Indicator system means true surprise attacks are not supported by design. Silent tools like poison or sleepy pens are for narrative and roleplay setup, not mechanical ambush, and still require CI at the moment of use if roleplay does not fully convey and allow for reaction to the attempt.
Permanent Mechanical State (PMS)
Permanent Mechanical State is a status that is applied through Policy and IC circumstance which waives the Combat Indicator engagement timeframe protection. This means you only need to engage CI to begin mechanics, without the normal wait time.
You may attempt to drop the PMS Status by disabling your CI and refusing to return violent contact with your aggressor. You may dodge and attempt to avoid damage during this time.
If someone that is PMS appears to be making an effort to return to a Roleplay State, you should attempt to indulge them. You are not obligated to do so.
Permanent Mechanical State Status Triggers are conditions in which the PMS status is applied automatically. These are currently:
- Area of Effect passives such as the Demoralizer mod module, Chaplain Bard equipment, Heretic auras, and similar.
- Anyone repeatedly teleporting or jaunting to escape confrontation
The Dynamic Antagonist Objective System and Conflict Opt-Ins
There are two different layers to interacting with the common hostilities on Station.
The first is Dynamic Opt-in (Be Antagonist Target in Character Creator > Character > Character Profile), which dictates how the Dynamic Antagonist Objective game system selects targets.
The second is Conflict Opt-In, (Be a Part of the Conflict in the same panel, just below Antagonist Opt-In), which describes how you can be expected to behave when exposed to Antagonism on Station, as defined above.
Your Dynamic Opt decides your minimum level of Conflict Opt. Without adjusting your Dynamic Opt, you can freely adjust the level of Conflict you wish to participate in. Select carefully, as this cannot be waived in the moment for a specific situation. The only way to change your selection is by Admin Help, and any change applies going forward, not retroactively to what's already happened.
| Dynamic Opt | Minimum Conflict Opt |
|---|---|
| No | Passive |
| Yes - Inconvenience | Involved |
| Yes - Kill | Vulnerable |
| Yes - Round Removal | Expendable |
Round Removal is defined as a death in which the victim is unlikely or unable to recover from. It also captures deaths which require an exceptional level of medical effort to revert, such as gibbing or braining.
Dynamic Opt-In (Be Antagonist Target)
Dynamic Opt-In governs which players the automated Antagonist Objective system may select as a target for generated objectives. It does not restrict which players a live antagonist may choose to involve organically, that is governed by Conflict Opt-In below.
- No removes you from the Antagonist Objective Pool.
- Yes - Inconvenience allows the Antagonist Objective Pool to select you for non-lethal objectives.
- Yes - Kill allows the Antagonist Objective Pool to select you for lethal objectives.
- Yes - Round-Removal (RR) allows the Antagonist Objective Pool to select you for anything.
Conflict Opt-In (Be a Part of the Conflict)
Your Conflict Opt-In selection dictates how you are expected to behave when exposed to antagonism or criminal behavior directed at you or your Department. It also dictates how other Crew should handle you when going about their criminal business. These Opt-Ins do not exclude you from IC consequences, or protect you from situations that you yourself escalate.
You can only adjust your Conflict-Opt by creating an Admin Help and having your preferences refreshed. The gameplay expectations created by your selection of Conflict Opt cannot be changed otherwise.
- Passive crew exist as set pieces, excluded from being the focus of major round events or participating in Antagonism wherever possible.
- Involved crew are accepting of confrontation and conflict within the focus and boundaries of roleplaying and story building.
- Vulnerable crew accept all situations, particularly mechanics and violence, while maintaining protection from Round Removal.
- Expendable crew do not care if they live or die. Being gibbed is funny to them and they accept any and all dire consequences which may occur.
Station Threat
Station Threat is a theoretical status that is applied through Policy and gained by IC circumstance which permits any Crew to engage a threat as a valid-huntable target, following roleplay escalation expectations.
Station Threat Status Triggers are conditions in which the Station Threat status is applied automatically. These are currently:
- Anyone that threatens the Station by Announcement System. This includes antagonists that create a Station Announcement as part of their mechanics, such as when a Contractor successfully abducts a Target.
- Anyone or any Group that the Captain labels SPECIFICALLY as a 'Station Threat' in an Announcement. The Captain may also remove Station Threat status the same way.
- Anything or anyone that Central Command designates by Announcement.
- Anyone who causes more than half of the current Security Team to be combat-disabled or deceased.