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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. Recently I've been playing a character that resembles (is not named) Doomguy. I will accurately roleplay and act as the Doomguy from the Doom games, while abiding by escalation and power-gaming laws, or course. One time playing sec as this character, HoS (Of whom which I will not name, for I value privacy) had just been a buzzkill the whole shift, completely shutting down any attempt to roleplay my character or act as a unique being. In LOOC, I had a minor dispute with HoS. HoS claimed that my character was, and I loosely quote, "LRP silliness," and something sad along the lines of "I play for the job not the fun" or something depressing like that. I don't think that a franchise crossover is LRP silliness at all. In fact, it leads to greater roleplay and possibly even to HRP. My Doomguy arc was even advocated by admeme in a previous round. Would a franchise crossover such as Doomguy be considered LRP?
  3. I'm gonna consider that hacking is not taught by nanotrashen to all crew other then engineering... or i could be wrong. Should a passanger know how to hack? A doctor? Of course breaking into a department is an IC offence thats not the question. But what about in emergency situations? Can i expect a doctor character to start hacking an access restricted door to get to a safer place if they never seen someone who "knows" like an engi? Could the CMO start hacking captains door if there is a report that captain is dead in their office? Or should they wait for CE or an engineer? tldr: Is hacking something crew can know about if they choose to round start? Or only engineering
  4. Non-engineering crew is allowed to recall hacking knowledge in moments of dire emergency, where getting an engineer to open a door for them would be impossible, or would threaten the life of another crew member.
  5. Can I Suspect them after someone hears a flash then a fall? or do I have to wait until someone says viva la revolution or something like that?
  6. 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.
  7. So I was a rat king on MRP Detroit I was doing normal freindly rat king gimmick I was going to coexist I had not attacked anyone and the captain hunted me and I told other crew and other heads I was friendly and a head said on command coms that I was friendly but the cap said nothing during this whole thing I was trying to rp it out and stuff you know "nyeh what are you doing" the cap said nothing while he was hunting me yet again we were on mrp I understand hunting a antagonist but it is mrp for a reason I typed this out cause the admin at the time said it was a packed question and should take it here.
  8. 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.
  9. Crew can learn of implants by seeing them used. For example, a freedom implant can be presumed if someone is seen spontaneously breaking out of cuffs, but not if there are other plausible explanations. If someone is cuffed, but out of view for some time and escapes, you cannot presume that they have an implant because they could have escaped the cuffs normally. Crew can also learn of implants if any other explanation is extremely unlikely. For example, an item is known to exist in an area, and a storage implant is the only plausible option for where it could exist. This can also be used in the opposite situation, an item is known to not exist in an area, but then appears, and the only plausible option was an implant. In a scenario where someone is in a cell with something, they are not out of view for so long that it is possible that the item could have left through some other means, like someone else taking it, the item is not there anymore, and the cell has been searched to ensure the item was not hidden, a storage implant can be presumed. It's important to remember that, even if a cell appears to be undamaged, someone could have broken in then repaired the damage, someone could have hacked in, or someone could have entered with access. A probable explanation for a prisoner no longer having an item can often be a security officer taking it from them. Finding an unlocked uplink allows crew to have full knowledge of all implants. Limitations This clarification is intended for MRP.
  10. 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.
  11. My question is as a lets say ninja, you get onto a station that has been mostly taken over by revs, what is your affiliation then. Can you kill the Revs or since they are also an antagonist do you have to work with them?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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?
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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