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  1. Security and command cannot use contraband or enable crew to outside of extreme emergenciess, like nukies. Uplinks are contraband, so are many of the items found in them. Other non-antag players do not have this restriction on the use of contraband. If crew gain IC knowledge of uplinks, they can operate them. While they are considered contraband, security and command may use or allow the use of syndicate radios or encryption keys to combat syndicate though deception, or communications interception/disruption, even in non-emergency situations. Security and command may not however use a syndicate uplink to purchase syndicate radios, or encryption keys. The use of contraband generally allows others to treat someone as a confirmed antagonists and a dangerous threat. Non-antagonists who use contraband are still subject to all rules including self antagging and escalation. A non-antagonist in a blood red with an esword must still escalate conflicts in the same way as if they had no contraband, but others may choose to see them as a dangerous threat and immediately escalate to lethal force. While the non-antag with contraband would be allow to defend themselves in this situation, they'd still be responsible for getting medical attention for anyone that they crit, would not be allowed to attack security to "defend" themselves from an arrest, and attempting to bait people to attack them so that they can kill them would likely be considered self antagging.
  2. Non-antag crew can generally loot bodies as long as they do not steal syndicate objectives off of people, eg. captain's lasergun, captain's spare ID, QM's digiboard, and so forth. However, there comes a problem when non-antags start stealing PDAs or IDs off of bodies. Not only does stealing those remove the owner's ability to access their department as well as the rest of the station, but the non-antag thief might also deprive the owner of their Uplink, should they have one. Therefore, non-antag crew shouldn't steal PDAs/IDs off of people unless it is absolutely necessary, such as during emergencies. An example of what when it would be appropriate to take a PDA/ID off of someone as a non-antag would be to drag the owner's corpse out of a locked area, should they be trapped inside. The owner of the PDA/ID should be given their PDA/ID back after the emergency. None of this applies to catatonic players as we do not count those as players.
  3. These are examples of information that do not suggest a revolution: • A crewmember was caught carrying a flash and a pair of sunglasses. • Hearing a flash being used. Flash usage or possession does not immediately indicate subversive behavior. While these actions may draw suspicion to a regular crewmember, it is at most possession of restricted gear stolen from the security department. The flash may be confiscated should the crew member have no justifiable reason for possession, such as borg construction. These are examples of evidence that can be used to suspect a revolution: • Witnessing or hearing a report of revolutionary conversion (getting flashed and falling over for a few seconds). • A department head getting targeted, either assault or the head's death. A report of conversion from a reliable source (security or command) is sufficient grounds for security to suspect a revolution, and begin preparations to confirm the threat, such as ordering mindshields and attempting to mindshield suspects. Crew attempting to subvert command/security may be mindshielded. These are examples of evidence that can be used to identify and/or confirm a revolution: • Deconverting a revolutionary using a mindshield implant. The successful deconversion of a suspected revolutionary is irrefutable evidence that both confirms the presence of subversive elements on the station and allows security to neutralize the threat, such as mass mindshielding and allowing crew to attain flash resistant gear. It is important to note that Security is free to execute confirmed (through mindshielding) Head Revolutionaries as they see fit.
  4. Crew is suppose to protect both life and station alike, so blowing up the station to stop the station from blowing up is not very productive nor fun. Minor explosions Use of minor explosives (IED's, modular grenades, potassium bomb etc) against imminent station threats such as nukies is generally fine as the damage is not major that often. Limitations on this is for example suicide bombing with a backpack full of explosives before the bomb is armed, your character still wants to live and the situation is imminent but not that dire. Rule of thumb is that the damage should be repairable with minimum effort. Major explosions Use of maxcap and other highly destructive grenades and explosives is generally never allowed to be used against station threats, at that point you are doing their job for them.
  5. While some players indirectly references rules in an IC friendly way, saying things like "Central Command wouldn't like that" or "the gods don't like it when people randomly kill people", direct references to the rules "rdm is against the rules" in IC channels is itself against the rules and should be ahelped. Players are encouraged, but not required, to respond to things like this IC, which typically means acting like the person talking about rules is delusional. Players are not admins. Even admins who are playing in the round should be treated like any other player. If a player uses an OOC channel, like LOOC, to say you broke a rule, you're not required to listen to them. There are many options for how you can deal with this, including suggesting the player ahelp if they think you're breaking a rule, ahelping yourself, ignoring the OOC messages, or attempting to verify that you haven't broken a rule by re-reading the relevant section. You can also choose to try to explain why you believe you're not breaking a rule, but are encouraged to avoid getting into an argument about it with the player, especially during a round. A player having told you that something is against the rules isn't sufficient to expect you to believe that it is against the rules. This means that even if you're unsure, it's appropriate to do something like continue to brig someone who is telling you in LOOC that you're breaking a rule. If you are unsure if you're violating a rule, you should attempt to check, and can choose to tell the player in LOOC that you're going to check. Admins will generally only take actions beyond a warning in the most extreme cases if another player has threatened to get you banned. If you're ever contacted by an admin after a player threatened admin action, you shouldn't expect no admin action, but you're encouraged to bring it to the attention of the admin.
  6. The rules give "repeat offenders" as an example of where permabrigging is justifiable. The severity of the offense should be considered when determining the actual number to use, but it is almost always acceptable to permabrig someone the 3rd time they're arrested and are brigged, regardless of how minor the first 2 briggings were. An offense that occurs while brigged can be considered a "repeat offense" for the purposes of determining if permabrigging is appropriate. Therefore, if someone repeatedly damages their cell or repeatedly tries to escape while brigged, they can be permabrigged. Limitations This clarification is written exclusively for LRP. Space Law applies on MRP and should be referenced instead.
  7. Antagonists are not entirely exempt from the restrictions of any active rolebans. Antagonists may not continuously or significantly act in the role they are banned from, but may do things to attempt to maintain a cover such as: Dressing (disguising) as the role they're banned from Getting promoted to the role they're banned from (I think?), which is something we've game banned people for in the past Performing some job tasks to blend into the role
  8. Team antagonists are required to work with members of their team, but not any other antagonists. No other antagonists are required to work with any other antagonists. As long as it does not conflict with their specific rules, team antagonists are free to choose to cooperate with antagonists not in their team, and other antagonists are free to choose to cooperate with other antagonists. The requirement that this cooperation not violate the antagonist's specific rules means that, for example, team antagonists cannot cooperate with an antagonist to the detriment of their team.
  9. Heads other than the Head of Security should not try to do security's job unless the station is desperately lacking security and officers can't be promoted from members of the crew in a reasonable time. Heads other than the Head of Security should not try to acquire any security gear that they do not spawn with on their person, or in their office without an in character justification. They can however acquire cuffs and/or sunglasses with permission from the Head of Security. The gear Heads other than the Head of Security get is for their own protection. They are not obligated to pursue and detain criminals, and they should not abandon their duties to do so. Examples of IC justifications The Head of Personnel wants sec-huds to more efficiently do their job. A head was almost killed from an assassination attempt. There is a grave danger to the station, or to the heads themselves from things such as Nuclear Operatives or Revolutionaries.
  10. Security shouldn't be searching every single item on a player without a proportional level of suspicion to justify that level of search. A truly random search should be relatively quick, with the amount of time that a search can take while still being reasonable increasing the more evidence there is casting suspicion on the searched player. PDAs There are no special restrictions on PDA searches. Even during a random search, security may check PDA notes or settings, look for unlocked uplinks, and try to unlock uplinks. Headsets If security has a reasonable IC suspicion that people are using channels they aren't authorized to, for example, because headset keys have been stolen, headsets can be checked as part of a search. Security is free to search headsets more thoroughly if someone is arrested, but should not delay their release or extend their brig time to enable excessive searching.
  11. Non-antags may accept bribes, however self antagging rules still apply. Non-antags may not refuse to do their job unless bribed (extortion), but may allow bribes or other incentives to have some impact on how they do their job. The tolerance for what security and command may do in exchange for incentives or bribes is significantly lower. All non-antags are forbidden from aiding known antagonists, so no bribe or incentive can allow a non-antagonist to aid in an antagonist activity. Examples An engineer's role is not to distribute materials to the station, so they may generally refuse to offer materials to crew who ask them for them. The engineer could, assuming it is not a significant detriment to the station, give someone materials in exchange for a bribe. A department head's role is to ensure a department is functional, but they are typically never required to hire someone. Assuming it would be reasonable to hire the person without a bribe, a department head could choose to not do so unless offered a bribe, especially if their department was not understaffed. In response, command would be justified in demoting the head for accepting or soliciting a bribe. A security officer is not acting detrimentally to their role by providing extravagant food to a prisoner. A security officer could accept a bribe to provide special (safe) food to a prisoner. One of the captain's roles is to keep the disk secure. The captain cannot accept a bribe to leave the disk unsecured or give it to someone else. Limitations This clarification is in no way intended to limit the ability of command or security to respond IC to bribes being accepted or solicited, including with demotions or brig times.
  12. I'm specifically wondering about the way to choose a new HOP, I can certainly agree randomly picking the clown to be the HOP isn't the best idea. However, lets throw some ideas out, how acceptable are these? A. The HoP has a sudden IRL thing, they do their due diligence and Ahelp that they have to go, as well as informing command, would it be acceptable for them to say, promote a member of their department to Acting HoP, pending Captain's approval? B. Lets say the HoP has a bright-eye'd tider who wants to "learn to be a HoP" and spends the shift RPing with them and teaching them- oh no, the HOP has to go, once again assuming they're ahelping and informing Command. Now then, the most logical choice (in my mind) is to promote their 'assistant' to be the Acting HoP. C. Lets go with this: No Captain, so the HoP assumes command as Acting Captain, now lets assume they want a new HoP, they hold a few interviews and let the tider or service worker with the 'best' interview have the job. I personally have become the HoP via all three of these means, and I hope they're not too specific, but I saw someone get banned for promoting a replacement HoP (their appeal was poor so I'm unsure if it was due to promoting a replacement, or due to their suicide as HoP) And as I am someone who loves worming and getting promoted through roleplay, I would like extra knowledge so I can HOPEFULLY avoid getting either myself or anyone else in trouble with my shenanigans.
  13. The goal of zombies is to infect as many others as possible. Power disruption generally interferes with this goal because zombies have to break through doors while crew can crowbar them open, but it may be appropriate in some cases. Zombies may break windows, break barricades, space areas, and break into departments, but should almost always prioritize infecting players that they're aware of. A zombie should generally not be attempting to break through a barricade while an uninfected player is within reach. Zombies are generally free to know the purpose of consoles and destroy them, but should keep in mind the rules about delaying rounds. For this reason, zombies should not destroy communication consoles. With anything zombies do that results in player deaths, including spacing, zombies should keep in mind the "Don't be a dick" rule and their goals. Zombies may space areas, but should avoid actions that result in prolonged periods between a player dying and being infected or revived.
  14. Cargo should not liquidate station assets to the detriment of the station. Anything sold must be done so with thought put in to how it could negatively affect the station. Resources in maintenance such as tools, materials, and air/water tanks are generally not of critical importance to the station. Vendors are generally considered important enough to not be sellable outside of special cases. When there is no station emergency, cargo should generally be acquiring items to sell through the salvage department or through cooperation with other departments. Departments may surrender items that they do not need so that they can be sold, but the sale must still not be detrimental to the station. An engineer cannot normally surrender every pair of insulated gloves that the engineering department has. Certain items, like vending machines, belong to the station as a whole, and cannot be surrendered by any specific crewmember. During a station emergency, restrictions become looser. For example, if cargo needs money to buy equipment to defend the station when there are confirmed nukies, most things can be sold without issue. Cargo would likely not be allowed to sell all the stations guns and armor, but could certainly sell vending machines and hydroponics trays. Crewmembers can report any theft to security, and can treat theft from them or their departments as an escalation step. When escalating, players may be held liable for poor or unreasonable assumptions. Limitations Nothing in this clarification is intended to limit the ability of security or command to disallow sale of station property.
  15. This is also know as, "money printing." It's where you craft steel into things like Gas Scrubbers, Gas Vents, or Racks. These items sell for $100, $100, and $150 respectively. If you use the entire inventory of steel sheets in a steel-sheet crate (90 sheets) you can get up to $9,000 from crafting. With the $1,000 cost of the crate, you get a net profit of $8,000 for selling Gas scrubbers, and $12,500 for racks. You can cut out the cost of money printing by deconstructing chairs and tables throughout the station. There are several other crafting menu items that work like this. Would "money printing" be considered using an exploit which breaks rule #7?
  16. You can use the game's built in ability to bind commands to keys, including for chat commands. Limitations Certain uses of these commands may still be problematic, such as using them to spam.
  17. You can recognize any voice that the game allows you to recognize. If the game tells your character that Joe Genero said something, your character can act as as if they heard Joe Genero say it. This also applies to hearing holoparasites, nuclear operatives, and zombies say things. Limitations This should not be interpreted to allow you to bypass any new life rule or memory restrictions. This is onlly relevant for IC channels, your character is not aware of OOC or LOOC chat.
  18. LRP You can remember how you died if you are revived by a defibrillator as long as there is no other reason why you wouldn't be allowed to remember your death, such as being unconscious. MRP MRP rules specifically address defibrillation memory in the metagaming rules.
  19. Question 1: As a head of security, what can I do against security officers that give back weapons/stolen gear to perpetrators? As an example situation that I've experienced, a security officer upon an AOS (arrest on sight) callout immediately said over sec channel to ignore the AOS, despite it coming from me as a HOS. This officer then proceeded take all stolen gear (eva suit) and weapons (spears) that I've confiscated from the perpetrator and give it back to them after I turned my back for a moment. Question 2: Same question, but assume the captain is a friend of the rogue officer and refuses to allow demotion of said officer?
  20. Supervisors have wide latitude for demotions. Someone can demote anyone under their supervision if they are able to articulate why they believe it is best for the station. IC conflicts can be used as justification for demotions if they are severe enough. On MRP, space law and standard operating procedure cover demotions.
  21. Giving a player an advantage based on interactions in past round or any other knowledge of who they are is considered metafriending. Metafriending players is a form of metagaming and is against the rules. In some cases, being metafriended may also be against the rules, but only when there is evidence that the player being metafriended was complicit.
  22. The job/role of the hostage can be used to weigh the severity of the threat posed by the hostage situation. The credibility of any threat and ability to execute it should be considered. Non-objectives may be traded so long as negative impacts to the station are considered. Antag objectives should be considered highly valuable, security and command should make strong efforts to avoid losing them. As long as those efforts are made and risks posed by trading them are considered, they can be used as part of negotiations. Security and command should make an effort to reclaim any lost antag objectives after negotiations. The station may negotiate in bad faith if they feel it is the best option. Negotiations can be used to stall for security to prepare, or to attempt to trick the hostage taker. Crew cannot perform antagonist activities, including stealing valuable items, as part of a hostage negotiation except as defined in Living crew can sacrifice themselves as part of a trade, but the sacrificed crew member must choose to do so themselves. Members of command must consider the affect of their loss on the station if they want to sacrifice themselves. Dead crew can only be traded if loss of life is minimized, 2 bodies cannot be traded to save one crew member unless at least 1 of the 2 bodies is already unrecoverable for some reason. The station can refuse to trade living or dead crew.
  23. Non-antagonists are expected to not recklessly endanger the station. For example, they should not respond to credible threats to destroy the station with taunts. They should also not respond to a hostage situation by interfering with security's handling of it or take actions that cause the hostage to be less likely to survive, unless those actions are in preservation of another life, including their own. Security and command are generally expected to act in the best interests of the station. They should make an effort to resolve the situation in the way they feel will be best for the station as a whole, including its crew. They are not required to do this by entering into negotiations with the hostage taker, if they feel there is a better option. Security/command negotiators can decide to not negotiate on the basis that the demands are more severe than the threat.
  24. Interfering in an arrest is generally considered self antagging when done by a non-antag. Security can choose to treat anyone who physically interferes in an arrest as having committed the crime that the person who was being arrested was suspected of, even if they weren't aware of the crime.
  25. Minor theft is generally not considered self antagging, but may be depending on other actions taken during the round. Stealing an ID is more severe than minor theft. Self antagging has a stricter standard for members of security and command. While petty theft is generally an IC issue, stealing can become an antagonist activity if done enough times or with something important enough. It is generally reasonable to tell someone who is stealing an item to stop, and to make them stop if they don't comply. Generally they should be given the opportunity to comply again once force is used, but this may not be necessary in all cases, especially if they've caused other issues during the round. Stealing or tampering with items may become an antagonist activity when a significant amount or value is stolen, or when theft is done frequently in a round without any justifying conflicts. In a random theft, the theft itself is considered the initial escalation. Asking someone to give something they stole back, or telling them that it was yours, is generally considered an attempt to deescalate, which grants you leniency should they not comply. In a conflict resulting from theft, the thief maintaining possession of the item after attempts to get it back can be considered a continuation of the conflict by the thief. If someone takes something obviously critical for your job, like a salvage suit, you can escalate much more rapidly than if they stole dice. Any conflict, including one cause by theft, has the potential to escalate to critting someone. The severity and threat level of the conflict, or of the theft, determines how rapidly escalation can reasonably occur. The following example demonstrates how stealing dice can result in someone being critted, even if they never attack back: Tom steals Cindy's dice Cindy tells Tom "Those are my dice, give them back" Tom ignores Cindy Cindy punches Tom then says "Give me my dice back" Tom continues to ignore Cindy, and is moving so she cannot pickpocket him Cindy starts punching Tom once every few seconds, Tom continues to hold onto the dice Tom goes into crit Cindy takes back her dice and takes Tom to the medbay To reiterate, the conflict can move much faster if a more important or more valuable item is stolen, like a salvage hardsuit, or if the item is dangerous.
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