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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.
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PDAs There is currently no reason for security to use the ringtone feature other than to attempt to unlock an uplink. In attempting to unlock an uplink with the PDA ringtone, security is acting as if they believe syndicate agents are on the station as crewmembers, uplinks exist, and uplinks are unlocked with PDA ringtones. If security can provide an IC reason for these beliefs based on information learned in the round, then they can perform "non-standard" or unusual checks like checking PDA ringtones. An example of when this would be acceptable is if someone claimed they got items from their PDA. "Standard" checks, such as checking if someone's ID matches their name, can always be performed as part of a legal search. Looking through programs like notes, and settings on a PDA is acceptable, but it is a more thorough search than should typically be performed randomly. Security would be expected to have more of a reason to perform this type of search than something like a simple bag check. Headsets The same principals apply to 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 shouldn't be searching every single item on a player without a proportional level of suspicion to justify that level of 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. Limitations SS14 is under development and this question is in relation to a relatively new feature. This answer is being given at a time where PDA ringtones serve no purpose other than to unlock an uplink, so an update may be needed should that change.
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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.
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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.
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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. 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.
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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.
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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.
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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.
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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?
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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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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.
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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.
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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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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.
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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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Validhunting is the hunting of players without a reasonable IC reason to do so. Players do not have to be attempting to kill another player to be considered to be validhunting. Validhunting is covered by the powergaming rules. Non-Security Non-security should generally not be focusing on seeking out, killing, or arresting threats. They can if threats present themselves, or if they are particularly relevant to the crewmember. For example, crew may attack a syndicate they see attacking another crewmember, and salvage techs may respond to a callout of carp in cargo. Certain severe emergencies may make it reasonable for normal crew to defend the station against it, like nukies or particularly destructive traitors. Security It is the job of security to deal with most sentient threats to the station. It is not validhunting for security to attempt to appropriately deal with these threats. Security being overzealous in attempting to deal with threats often falls under metagaming or inappropriate escalation, not validhunting.
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It is not not metagaming or powergaming to know where item spawns are, including both static and dynamic (random) spawns. The way the information is used may still violate a rule, using it to rush for items unrelated to your role would violate the powergaming rule.
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In general, security may confiscate things they believe to be stolen or things that otherwise have little alignment with the crew member's current assignment, in addition to things the rules explicitly allow confiscation of. Limitations This clarification does not allow for the use of items confiscated or seized by security.
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If someone's life is not in immediate danger, security is generally not expected to directly intervene in situations if they believe the situation can be handled better in some other way, such as by getting backup.
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Generally speaking, security is allowed to be in most station areas so as long as they are not actively causing disruption of normal, lawful workflow or activity. An exception to this would be sensitive areas such as the Bridge, Armory, or Head of Staff offices if they have no valid purpose for being there to begin with. If a head of staff takes issue with security being in a particular area they see over, it is an IC issue that should be brought up to the Head of Security or designee. Command is not required to enable this access by granting security officers IDs with access to these departments. Limitations This clarification does not address security hacking into or breaking into departments.
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It is preferred to attempt alternative options to lethal force where practical, but it should be weighed against the need to immediately stop/arrest the suspects, the severity of the crimes being pursued, and the need to protect yourself, another innocent, or the station at large. You are still expected, to the best of your ability, to attempt to limit the amount of collateral damage and attempt to prevent the suspects from dying. If enough of the suspects were to abandon their attack on you after you deploy lethal force it may be appropriate to de-escalate to something less-lethal instead of further pursuing the suspects with lethal force after immediate danger has passed, however this is up to the totality of the circumstances. This answer is not intended to limit the ability of security to use lethal force when they otherwise would be able to. This clarification is based on the previously approved answer
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All executions require authorization from the acting captain. The section of the rules quoted above is provided as an example of a reason to believe a prisoner cannot be safely contained, not as an alternative to the requirements of
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Initial infected are antags and are free to pursue their goal of causing as many people as possible to be infected. Their goal is not to simply kill people so they should not just go around killing everyone, but they are generally free to kill anyone who will be infected soon. They can also sabotage the station to aid infected by doing things like hiding or spacing the weapons in the armory. Examples Initial infected generally can: Hold a department meeting where they use a gun to try to kill the attendees then, soon after, turn and infect the people they killed. Welderbomb the bar and infect the people who died. Kill someone who is running from or attacking a zombie, allowing the zombie to infect the person. Initial infected generally should not: Plasmaflood Collect uninfected bodies for long periods of time
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A player can aid an antag in minor ways to preserve their own life in cases where all of the following apply: the antagonist makes a convincing threat to the player's life, the antagonist makes it clear that the player will not be harmed if they comply, the action will not directly harm the player, and all assistance stops once there is no credible threat to the player's life, including situations where the player has had a reasonable opportunity to escape the threat. Aiding Nuclear Operatives will only be considered an action that will directly harm the player once it becomes clear that it is unlikely that the crew will be able to stop the operatives from destroying the station. Limitations This clarification does not address: Major assistance, including providing the nuke disk, nuke, useful weapons, and ammunition. A crewmember voluntarily creating a situation where an antagonist can threaten their life.
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If someone is intentionally creating kudzu, or a similarly dangerous situation, they can be attacked to stop them, however the attacker will be held responsible for poor assumptions. Normal escalation rules apply if the person is not actively worsening the situation, or if it is accidental. For example if the creation of kudzu is not happening in the moment. Accidental creation of dangers can be treated as a low-level start of escalation. Verbal instructions from normal crew to stop do not have to be obeyed, but those instructions being ignored can further justify physical escalation. Department heads and the captain are typically free to demote people for the benefit or safety of the department or station. Additionally, security can choose to arrest people who create a dangerous environment or problems for the station.