SecretBoxxxxx: Difference between revisions
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!General Rulings: | !General Rulings: | ||
No tribal chars on the station/syndicate/Interdyne unless you intend to play them as incapable of returning to being a ‘tribal’. | No tribal chars on the station/syndicate/Interdyne unless you intend to play them as incapable of returning to being a ‘tribal’. | ||
OPFOR is required for acts of aggression or stealing from the mining base, station, or mining base adjacent assets. | |||
If your camp's being attacked, being bombed, or elsewise, actively harmed or invaded, you can defend it, this does mean you shouldn't be going around instigating fights for the sake of claiming 'defense' later. | |||
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=== Ashwalkers: === | === Ashwalkers: === | ||
* Tribals, and worshippers of the necropolis which grants them theoretical immortality, with the catch they have to provide as much as they take. | * Tribals, and worshippers of the necropolis which grants them theoretical immortality, with the catch they have to provide as much as they take. | ||
* You are under no obligation to guard the other tendrils or the ‘megafauna’, as they offer gifts to those who slay them, indicating the necropolis’ will. | * 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. | * Though, you are still free to, if you are using it for resources. They are not by default holy sites to you. They are natural resources, so you may treat them as such. | ||
** (This is not a pass to grief the mining base, or the other ghostroles for daring to kill a fauna at any point) | |||
Ashwalkers have been away from advanced technology long enough, it should be almost alien if not magical to them, and even when made aware of it, stuff like the shuttle console is well outside their means of understanding. | |||
Ashwalkers | |||
For | '''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. | ||
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=== IceWalkers: === | === IceWalkers: === | ||
* | * 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. | |||
* | |||
* 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. | * 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 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 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. | ||
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=== 'Third Parties' === | === 'Third Parties' === | ||
* Antagonists should be avoiding any attempts to drag the | * Antagonists should be avoiding any attempts to drag the Tribal Roles into conflict without it being part of their opfor, and equally Tribal Roles shouldn't immediately jump on any excuse offered by someone too either. | ||
* For the station crew: | * '''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 if it doesn't create roleplay opportunities, and don’t break the cave, hole, or tunnel, whatever they spawn in or it's equipment without escalation. | ||
* | ** Both sides shouldn't take the first act of conflict as an excuse to go on a genocide. | ||
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{{Rules table}} | {{Rules table}} |
Revision as of 00:40, 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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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:
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:
These are rules that aren't inherently hostile to the station, and generally, shouldn't be trying to pick fights. |
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Golems:
For station crew: Avoid raiding the golem ship, and do not purchase the omnilathe board, yes we’re aware you can buy it, that does not mean it’s allowed. |
Pod Person:You’re a plantman, grow stuff, sell it off for stuff you need, smoke weed. For the stationcrew: Don’t take the gatfruit, don't steal their tools, not even the combat gloves. |
Blackmarket Dealer:
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Lavaland Hermit:
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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’. OPFOR is required for acts of aggression or stealing from the mining base, station, or mining base adjacent assets. If your camp's being attacked, being bombed, or elsewise, actively harmed or invaded, you can defend it, this does mean you shouldn't be going around instigating fights for the sake of claiming 'defense' later. |
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Opfor Required Actions:
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Ashwalkers:
Ashwalkers have been away from advanced technology long enough, it should be almost alien if not magical to them, and even when made aware of it, stuff like the shuttle console is well outside their means of understanding. 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. |
IceWalkers:
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'Third Parties'
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