SecretBoxxxxx: Difference between revisions
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!For the Admiral: | !For the Admiral: | ||
Operation Procedures: | |||
1. Defend the base and maintain its integrity. | 1. Defend the base and maintain its integrity. | ||
2. | 2. Patrol local space, and maintain a security perimeter. | ||
3 | 3. Act as an emergency fall-back for your ‘allies’ at interdyne, should the worst happen | ||
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*'''Medical Operatives, Service Members and Engineers:''' Under the 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, or your fellow agents to be captured, or killed, to the best of your abilities.' | |||
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(Station side antags are not to go looking for Interdyne/The Syndicate) | (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.) ==== | ==== (Station crew should have '''<u>''no idea DS2 exists''</u>''', or what it is if encountered.) ==== | ||
'''For station crew:''' OPFOR before breaking into DS2 to announce intent, so staff can be sure you aren’t just raiding an empty base 5 minutes into a round | |||
|- | |- | ||
|'''<big>COMMS AGENT : Follows standard DS2 rules</big>''' | |'''<big>COMMS AGENT : Follows standard DS2 rules</big>''' |
Revision as of 00:22, 9 October 2024
Important Information
OOC:
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About OPFORS:
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OOC: Company Locations
Interdyne | DS2 |
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Interdyne (obviously) | Donk |
Waffle | |
MI13 | |
Tiger Coop | |
Self | |
ARC | |
Gorlex | |
Cybersun |
Interdyne Info (OOC/IC):
Interdyne Pharmaceuticals(Press Expand to see roleplaying info.)
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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:
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DeepSpace2 Info
Syndicate Space Base, Deep Space 2
(Press Expand for roleplaying info.)
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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 |
Above-Board Corporations
General Rulings:
You shouldn't involve yourself with antags, or general security situations, not your dog, not your fight. |
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Cargodise Lost:(Unaffiliated Cargo Shuttle) CoC: Freighter Chief: Absolute say. Freighter crewman/Excavator: Below the FC, he’s your boss, you don’t get paid if you piss off your boss, do you? Guidelines:
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. |
Charlie Station(?)/Port Tarkon:
For station crew: You can freely interact with Tarkon, but, try to avoid instantly taking them back to the station. In regards to the syndicate: They are unaware of the Syndicate’s existence and their current standing with NT. |
Isolated Roles
General Rulings: |
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Golems:
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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. |
Blackmarket Dealer:Sell shit, get bread |
Lavaland Hermit:Live I guess |
Tribal Roles
General Rulings:
No tribal chars on the station/syndicate/Interdyne unless you intend to play them as incapable of returning to being a ‘tribal’. |
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Opfor Required Actions:
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Ashwalkers:
(This is not a pass to grief the mining base, or the other ghostroles for daring to kill a fauna at any point) 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. |
IceWalkers:
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'Third Parties'
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