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  1. Mobs made conscious using cognizine are free to act as they wish, unless the game explicitly states otherwise. Here are a few examples: - A space carp made conscious could decide to be friendly, and hang out with the crew. - Ian made conscious could decide to bite his owner to death. Crew is allowed to deal with mobs that were made conscious using cognizine as they see fit. Diona nymphs are an exception to this clarification, as they are clarified here.
  2. This has been a recurring issue on Lev due to certain atmos techs always making maxcaps when ever war is announced or when stealth ops are discovered. I know the rule is generally maxcaps are not allowed for nonantags as they are akin to mass sabatoge of your own station, however, when the situation is truly dire (armed nuke) most things are allowed (even suicide bombing). My question is the creation of the maxcap is always a "just in case" which is explicitly against the rules for nonantags. There is simply not enough time to create a maxcap and move said maxcap in range once the nuke armed so would not the creation of a maxcap by any nonantag always be against the rules?
  3. 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 so can operate uplinks. 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.
  4. All crew can know that the Syndicate have methods of getting equipment to the station, also known as "Uplinks", but not where those uplinks are. PDA uplinks Security can open PDAs while someone is brigged, and can gain IC knowledge that PDAs contain uplinks if an unlocked uplink is found in a PDA. For PDA searches see: Radios Radios are suspicious enough that crew can "inspect" them and discover that they are uplinks if they mange to operate them. Using uplinks
  5. For example, if I'm an antag and I kill someone for an objective, but then get attacked by a bunch of people, can I kill them all?
  6. Diona are actually 3 woodlice in a bark suit, therefore the following clarifications of various rules have been made: Diona Nymphs are to be treated as station pets akin to Ian, Renault, or Smile by the crew or its inhabitants, whether they are sentient or not. When a Diona splits into nymphs, its Brain Nymph remembers its past life before falling crit/unconscious, but is aware that it has died. On MRP the new life rule remains in effect for the diona through all life stages. Other non-brain Nymphs do not remember anything from their prior Diona state should they become somehow sentient. A Diona is only an antagonist in any stage of its life cycle if the game tells you that you are.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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?
  21. 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.
  22. 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.
  23. 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.
  24. 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?
  25. 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.
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