Ghost Role policy: Difference between revisions
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'''For the station crew:''' Same as always, don’t raid the camp when it’s empty/clearly uninhabited, Don’t start needless conflict with the ashwalkers, and don’t break the (camp)tendril without good reason (Large scale attacks on the mining base, repeated killings of miners). Don’t use a single ashwalker attacking you as justification to wipe the entire ghost-role. Your character is not a homicidal maniac, and you will never be given permission to pretend to be one unless you are an antagonist. | '''For the station crew:''' Same as always, don’t raid the camp when it’s empty/clearly uninhabited, Don’t start needless conflict with the ashwalkers, and don’t break the (camp)tendril without good reason (Large scale attacks on the mining base, repeated killings of miners). Don’t use a single ashwalker attacking you as justification to wipe the entire ghost-role. Your character is not a homicidal maniac, and you will never be given permission to pretend to be one unless you are an antagonist. | ||
== Icewalkers == | |||
'Icewalkers', or hearthkin; and the 'local populace' of the ice-moon the crew occasionally finds themselves upon. | |||
A culture of Norse pagan demihumans, the Hearthkin have been living in nearly every corner of the ice moon (or Niflheim to them,) for three hundred years. Developing from the original culture of their Ancestors, these beastfolk combine their own god-gifted lethality with more advanced tech than Ashwalkers; all with the aim of doing legendary deeds and seeking glorious hunts. Currently, the Hearthkin live in uneasy tension with their nearby human-and-otherwise neighbors. Keep your village and your Kin safe, but bringing death on their heads from being reckless with the outsiders will not have the Gods be so kind. | |||
While you are free to defend your 'camp'; you also shouldn't be trying to 'hunt for reasons' to attack the crew, or, in simpler terms, seeing a miner anywhere on the planet isn't an excuse to go to war with them; and yes, trying to immediately escalate to violence when you see them /is/ trying to go to war. | |||
Elsewise, 'reasonable escalation' being attacked, being bombed, or elsewise, disturbed, doesn't require an opfor to react, however anything that continues escalation does, that is, something past the very-moment (for reference, a miner is trying to set up gibtonite around your base, so you attack him, this doesn't require opfor, however, going to the mining base after, and attacking it '''does'''.) | |||
You are free to compete with the station for resources; or 'kills', however, you are /not/ free to go sabotaging the station, or connected facilities just because they're around, as stated above. | |||
Icewalkers should be avoiding entering, sneaking onto, or elsewise, intruding on the station, and it's 'lands' (layer 1) as much as possible, or if required to, as non-impactful as they can manage, afterall, as stated above. | |||
Antagonists should be avoiding any attempts to drag the icewalkers into conflict without an opfor, and the icewalkers shouldn't immediately jump on any excuse offered by someone too either. | |||
=Pod Person= | =Pod Person= |
Revision as of 01:25, 10 January 2023
For a general rule, don’t rob/destroy/invade empty ghost-roles.
No station-characters in the Syndicate or vice-versa. Changing the name is to be considered changing the character entirely. The Syndicate is known to 'emulate' Nanotrasen employees to aid in infiltration operations, even 'Traitors' /may/ just be doppelgangers of usual crewmembers, while the real one is 'indisposed.' No ashwalker chars on the station/syndicate unless you intend to play them as incapable of returning to being a ‘tribal’.
Ghost roles can only research if the total research points are above 55k.
Unless specified otherwise, You should avoid leaving your ghostrole and going ‘back’ to the main station.
(And if you do, you should not interfere with antags/midrounds) 3/7/2022 - All mentions of ‘ahelp’ have been replaced with “opfor.” For Traitors, you are not to run to Interdyne/DS2 to hide, even if you’ve seen them in-round; without explicit admin permission.
The Syndicate
(Station side antags are not to go looking for DS2/Interdyne, and those roles are encouraged to treat them as any other station crew. Station crew should have little or only the vaguest of knowledge of the Syndicate’s internal workings, especially the non-’combat’ ‘divisions’, outside of ‘public facing’ situations)
Currently, Interdyne’s standing goal, and reason for presence on Lavaland is to maintain a border against Nanotrasen. Using their cover as a pharmaceutical company to dissuade nanotrasen from any acts of direct ‘corporate warfare’. This however, does not mean they aren’t taking actions of their own to inconvenience and otherwise discourage Nanotrasen from trying to edge further into the Syndicate’s territory.
(For Syndicate players, this roughly translates into using your role to hassle miners, and generally add RP conflict into a mostly PVE role)
Lavaland Rules of Engagement
It’s in the best interest of both parties to avoid all-out combat, especially with the solar-federation on such short notice, and with neither party being an official ‘government’, just about anything above detaining could trigger an investigation, and worse yet, the seizure of lavaland.
Interdyne should favor the non-lethal approach, preferably under the guise of another corporation(Gorlex, Donk),
And generally, only Attack/’Confiscate’ items from a miner if it’s a direct benefit to themselves, and a reasonable ‘blow’ to nanotrasen, and shouldn’t be done back to back as to avoid a security response.
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.
Code of Conduct
- 'Do not intentionally harm a fellow agent'
- 'Do not betray your fellow agents'
- 'Do not allow yourself, or your fellow agents to be captured, or killed, to the best of your abilities.'
Interdyne Mining/Research Operations (Lavabase)
CoC (Chain of Command)
- Deck Officer: Full Management Authority
- Admiral: Second to the DO while on the base.
- Scientists+Miners: Under both of their command, in respective order.
Rules of the house
- Defend the base, and maintain a layer of secrecy.
- Do not allow outsiders to know the outpost’s purpose, Maintain a consistent story of In-department medical research.
- Supply materials and general research to the in-company research wing, and the space-facility.
Interdyne-NT Relations
Interdyne(Public Facing) and NT are not in declared hostilities, and as such, the cover of typical medical research should be maintained.
Modus Operandi
Elsewise under the deck officers supervision(Whom needs admin permission), use your various assets to covertly interfere with Nanotrasen mining operations, with as little evidence linking you to the act as possible, you need explicit admin approval for sabotaging the mining base.
You do not need permission for general recon.
Deck Officer
Get Admin approval before running any NT-Interfering Operations, and be as clear as possible with your goal, and intended steps to complete it in the OPFOR.
(In lieu of a deck officer, follow the CoC for who can lead operations, but no matter who, they MUST OPFOR beforehand for staff review of their goal.)
Examples of ‘operations’,
- Sabotaging their bases power, to delay them getting back and forth from the station.
- Sabotaging the infrastructure(Walls, doors, windows, even floors) to make the base more hazardous for them, Electrifying airlocks, setting scrubbers to siphon,
- Building bridges, letting nanotrasen’s gulag prisoners escape into the main base.
Should a situation arise in which you must take immediate action against local NT Personnel, You must take the utmost care to frame the event as self defense, or a rogue entity.
(For station crew: you must have the HoS/Captain message central command for permission to engage in open-hostilities (large scale combat, think 6+ people) against interdyne. Interdyne’s presence is not common knowledge, and those who know of it know it as only a medical research facility)
DeepSpace2
(spacebase)
Chain of Command
- Admiral: Full Management Authority
- Master at Arms: Full Brig Authority
- Security Operatives: Under Admiral and MAA’s command
- Medical Operatives, Service Members and Engineers: Under Admiral’s command
- Standard Operatives: Under anyone’s command
DS2 'Security Operations'
Maintain a secure perimeter around the base. Keep unauthorized personnel aware, and away from the base, and it’s local space.
Patrol the local sectors for ‘objects of interest’, including research items, armors, weapons, or materials.
For the Admiral
You can OPFOR for permission for minor sabotage operations, but nothing to the extent of normal traitor actions. This is not guaranteed to be accepted, and likely never will be.
(Think, invading a whiteship and leaving the crew behind on the NT station, or sabotaging the mining base in preparation for an upcoming station-raid)
Operation Procedures
- Defend the base, maintain its integrity.
- Passively Siphon research from the Local NT base, keep tabs on them. You may only start directly siphoning research when the research point total is at 55,000 or more.
- Patrol Local space, maintain a security perimeter.
- Act as an emergency fall-back for the planet side base, should the worst happen.
(For station crew: OPFOR before breaking into DS2 to announce intent, so staff can be sure you aren’t just raiding an empty base 5m into a round)
Cargodise Lost
(Unaffiliated Cargo Shuttle)
CoC (Chain of Command)
- Freighter Chief: Absolute say.
- Freighter crewman/Excavator: Below the FC, he’s your boss, you don’t get paid if you piss off your boss, do you?
Guidelines
- Sell your stock, don’t use everything on yourself, you’re present to make you, and your fellow crewman money.
- If a crate is labeled for a specific person/’faction’, try your best to deliver it, though, this is up to your ‘QMs’ discretion.
- Do not abandon the ship, barring total loss of all other crewmembers, it’s your livelihood, and your (temporary?) home.
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.
Golems
Don’t raid the station, stay to lavaland if you can (OPFOR to leave it)
Don’t sell your omnilathe boards, giving away the creator's gift is damaging to his reputation.
Remember, to always tell golems who have just awoken, “Go do whatever.”
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.
Charlie Station/Port Tarkon(?)
You’ve woken up a few hundred years late, to your station in shambles, work to repair it, and figure out what happened. (For part tarkon, use whatever it tells you upon awakening, this is a temporary measure)
Do not abandon the base without due cause, try to avoid going to the station; Would you even recognize the universe you’ve woken up in?
For station crew: You can freely interact with charlie, try to avoid instantly taking them back to the station.
For Syndicate roles: They are unaware of the Syndicate’s existence and their current standing with NT. Refrain from looting Charlie or engaging in hostilities. Try to avoid adopting them as discount Syndicate crew
Ashwalkers
(1/1/2023) These rules apply to catwalkers until they have their own section.
(4/21/22) OPFOR is now required for acts of major retaliation (storming the mining base, sacrificing miners to the tendril, storming the syndie base, etc.)
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.
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 should have no capability on their own to go to the station, as they should have no idea how a mining shuttle or how its console works. They must either be invited or captured by the crew and so forth.
(3/7/22) For Antags/DS2: Opfor before involving the ashwalkers in any conflict, be it against the station, or elsewise, naturally this implies player-versus-player combat.
For the station crew: Same as always, don’t raid the camp when it’s empty/clearly uninhabited, Don’t start needless conflict with the ashwalkers, and don’t break the (camp)tendril without good reason (Large scale attacks on the mining base, repeated killings of miners). Don’t use a single ashwalker attacking you as justification to wipe the entire ghost-role. Your character is not a homicidal maniac, and you will never be given permission to pretend to be one unless you are an antagonist.
Icewalkers
'Icewalkers', or hearthkin; and the 'local populace' of the ice-moon the crew occasionally finds themselves upon.
A culture of Norse pagan demihumans, the Hearthkin have been living in nearly every corner of the ice moon (or Niflheim to them,) for three hundred years. Developing from the original culture of their Ancestors, these beastfolk combine their own god-gifted lethality with more advanced tech than Ashwalkers; all with the aim of doing legendary deeds and seeking glorious hunts. Currently, the Hearthkin live in uneasy tension with their nearby human-and-otherwise neighbors. Keep your village and your Kin safe, but bringing death on their heads from being reckless with the outsiders will not have the Gods be so kind.
While you are free to defend your 'camp'; you also shouldn't be trying to 'hunt for reasons' to attack the crew, or, in simpler terms, seeing a miner anywhere on the planet isn't an excuse to go to war with them; and yes, trying to immediately escalate to violence when you see them /is/ trying to go to war.
Elsewise, 'reasonable escalation' being attacked, being bombed, or elsewise, disturbed, doesn't require an opfor to react, however anything that continues escalation does, that is, something past the very-moment (for reference, a miner is trying to set up gibtonite around your base, so you attack him, this doesn't require opfor, however, going to the mining base after, and attacking it does.)
You are free to compete with the station for resources; or 'kills', however, you are /not/ free to go sabotaging the station, or connected facilities just because they're around, as stated above.
Icewalkers should be avoiding entering, sneaking onto, or elsewise, intruding on the station, and it's 'lands' (layer 1) as much as possible, or if required to, as non-impactful as they can manage, afterall, as stated above.
Antagonists should be avoiding any attempts to drag the icewalkers into conflict without an opfor, and the icewalkers shouldn't immediately jump on any excuse offered by someone too either.
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, or the cherrybombs, and absolutely do not steal their tools, not even the combat gloves.
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