In-Game Rules

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Note: This page is to be used by both players and staff when playing on the server, ignorance is not an excuse to break a rule, if you have any questions about a rule, please ask in the Discord at the channel staff questions.

In-Game Rules

Rules
Rules
S.P.L.U.R.T. Station is a hybrid server for erotic roleplay and mechanical gameplay, due to this, we have fairly diverse rules when it comes to behaving on our server, it may take some getting used to, but if you do not act malicious, your behavior should not come into question.

Do not treat these rules as a comprehensive list of everything that can get you in trouble, the rules are always bound to change. If you act in a way that impacts the server or interact in a malicious way then you can get punished depending on the context, even if it is not a written rule. Simply put, just because it is not explicitly mentioned, does not mean you cannot get in trouble.

Keyword definitions and meanings.

Powergaming: Generally considered to be the act of becoming absurdly powerful compared to other players, becoming un-killable and/or highly resistant to all forms of damage.

EORG: Is the abbreviation of End-Of-Round-Grief, this is when you go beyond roleplay and proceed to randomly attack, destroy or otherwise disrupt the ending sequence (when the shuttle has arrived at the station, when the shuttle has left the station and is in transit and/or when the shuttle has docked with the Central Command station) of the round, this is not allowed anywhere except for the Central Command station and only when the shuttle has docked with it alongside the credits rolling. Everywhere else is protected from End-Of-Round-Grief, this includes the crews station, ghost role areas and the Central Command recovery shuttle for the escape pods.


This section is the most important section, and pertains to your general conduct while in-game. These rules have precedence over all of your actions while playing on SPLURT.

At minimum, you should be familiar with these rules. If you are confused about these rules, please ask a staff member in #staff-questions, or make a discord ticket.

Rule # Rules Examples/Info Special Rulings
0 - Server Safety Rules 0.1. Violating either Discords terms of service (ToS) or BYONDs ToS is prohibited.
0.2. Underage characters, or playing non-sentient feral characters is not allowed under any circumstance.
0.3. Playing real-life animals (such as Ian) for sexual purposes is also not permitted. Interacting with creatures that are of fantasy nature or animals that are different enough from real life animals are okay to ERP with. (Ian is off-limits, but ash drakes are allowed.)
0.4. Using slurs, regardless of kind, and whether in-character or out-of-character (through OOC or LOOC) is prohibited. Using slurs (such as the f-slur) within a private area between consenting parties is allowed, so long as this is kept to subtler anti-ghost and is used solely in a non-offensive manner.
0.5. Spreading hate speech toward any group or bigotry is not allowed here, we host a diverse range of people from all backgrounds, even if you dislike a group of people, keep it to yourself.
0.6. Do not violate the privacy of any community member (staff or player), including doxxing, whether accidental or purposeful.
0.7. Do not create lag to the server (increasing TD or ping), including DDOSing and threats thereof.
1 - General Rules 1.1. Do not metagame or metacommunicate
1.1.1. This includes not discussing real-world constructs such as business organizations, politics, current global situations, etc.
1.1.2. You may reference music or games, and may choose to treat them as old media (as SS13 is set far in the future, typically.)
1.1.3. You may not use syndicate radio implants or encryption keys as non-syndicate.
1.2. Speak English
1.2.1. If a staff member believes that your level of English will not allow you to follow our rules, you may be asked to leave.
1.2.2. You may speak non-English languages in LOOC if you are in a private setting, such as dorms or infinidorms, but this should be kept between two people and not performed in a group.
1.3. Be respectful to all community members, whether player or staff.
1.3.1. Targeted harassment, conspiracies to drive off/get another player in trouble, and giving out player usernames/ckeys without permission are prohibited.
1.3.2. Reasonable IC drama can be permitted, if kept in moderation. The best rule of thumb is whether or not everybody involved is enjoying the interaction. If you feel unsure, use LOOC. Pervasive, round-to-round IC drama may violate this rule.

Politely ignoring somebody you do not want to interact with is permitted and encouraged.

1.3.3. Publicly complaining about other players in Discord is prohibited, even without stating the player’s name. Said player will likely see your message and know exactly what you refer to.
1.4. Do not perform, or attempt to perform the duties of a staff member as non-staff, including vigilante moderation or backseat moderation.
1.4.1. Accusing other players of rule-breaking, threatening punishment, and/or threatening to call the staff is prohibited. If somebody is breaking the rules, contact the moderation staff. Threatening to contact us tends to start/worsen drama and may get you in trouble.
1.4.2. Observing the round solely to search for rule-breaking is prohibited. Many behaviors may seem questionable without context and many rules deliberately include grey areas. This is a primary duty of staff members.
1.5. Do not bring IC information into OOC chat either to disseminate this information or to escalate an IC issue into OOC. This is termed as "mixing".
1.6. Do not disconnect if contacted by the moderation team.
1.6.1. Disconnecting when contacted about a rule violation will be regarded as an attempt to avoid punishment. If you must leave, say something first.
1.6.2. We will be understanding if your internet cuts out at a bad time, but you may need to contact us through Discord.
1.7. The intent of the rules is more important than the letter.
1.7.1. The rules deliberately contain some grey areas, as it is not possible to detail every potential situation which does or does not violate the rules. The intent and thus enforcement of the rules is to provide an enjoyable roleplaying environment and to curate SPLURT to a server which can host such an environment.
1.7.2. As such, a staff member may permit a rule to not be enforced if everybody involved in the situation is enjoying themselves; conversely, a situation which upsets a large number of players may need admin intervention even if not specifically addressed in the rules.
1.7.2.1. If allowing a behavior is likely to lead to repeat instances of minor negative behaviors that detracts from SPLURT as a whole, then this must be enforced against.
1.7.3. Attempting to find a technicality in the wording of the rules will be ignored. If your behavior is causing problems for many other players, it must stop.
1.8. Staff maintain final say.
1.8.1. As implied by rule 1.6, the enforcement of the rules is flexible and thus up to interpretation by the moderation team. Our job is to tackle problems not mentioned in the rules and never seen before by anybody on the team: if an admin tells you to do something, do it; if an admin tells you to stop, stop. If you disagree with a ruling, contact the staff member after the situation settles. We frequently need to make quick decisions on limited information and may not be able to fully address your concerns in the heat of the moment.
1.8.2. If you suspect bias, you may discuss your case with up to three other members of staff, as outlined in the staffing guidelines for SPLURT.
1.8.3. Pressing the issue further will be considered harassment.
2 - Malice Rules 2.1. Do not harass someone over their character, kinks, grammar or preferred roleplaying style
2.2. Do not meta-grudge a player or their character for their past actions against you, by either killing them, griefing them, being problematic toward them OOCly, or through taking intentional malicious actions against them IC (such as demoting them for no reason).
2.3. Do not reveal someone's CKey, discord account, or list of characters they play without express permission.
2.4. Do not lie to staff about what you or another player did. This includes misrepresenting or withholding the truth.
2.5. Do not prevent a player from engaging with the round without a valid reason, such as barring them from your department as a head of staff for no reason.
2.6. Do not abuse bugs, quirks or exploits in a disruptive manner to get the upper-hand against another player.
2.7. Do not bait someone into typing before attacking them.
2.8. Do not use size changing quirks or gear to make your character smaller for mechanical advantage against a player
2.8.1. The current minimum size for Command, Security, and Antagonists is 0.8 or 80%.
2.8.2. Characters naturally smaller than 80% (0.8) cannot play as a role expected to end up in combat. This includes command, security and antagonist roles.
2.9. Do not disrespect or harass staff. While we allow players to voice their disagreements with staff members, or voice their opinions on rulings a staff member has made, making fun of, or harassing staff is prohibited. Staff are both players and volunteers; if you have a genuine issue with a staff member, speak to their direct superior.
2.10. Do not touch, loot or otherwise harm or inconvenience players who are AFK (SSD).
2.10.1. You may strip a player of important or unique assets who has been SSD for more than 30 minutes (this can be checked through examining them) only if you are then placing the player into cryo storage. Important or unique assets include irreplaceable head items, job-specific items that would be hard to replace, etc. You must not strip any personal, disposable (such as medication, etc.) or antagonist items while doing this, and should disregard any antagonist evidence you may or may not find while doing this - just cryo the player with the antagonist gear in their possession.
2.10.2. Players who go SSD mid-fight are not instantly protected, but it is reasonably required that any attempts to kill the player are ceased, as they are now able to be non-lethally detained.
2.10.3. Players who do not have the SSD icon, but are visibly AFK (not moving, not responding) are only protected if it is reasonable for the person performing any actions impacting them to be aware that they are AFK.
2.11. Do not powergame. This is defined as "a player making themselves un-killable, highly resistant to all forms of damage, or making themselves absurdly powerful compared to other players.". Violations of this rule always constitute a violation of our playing-to-win rules.
3 - Impact Rules 3.1. You must not cause damage to the station that is impactful to players without a valid reason.
3.1.1. You may only perform End Of Round Grief (EORG) on the Central Command Z-level. This is the area you arrive in after the emergency shuttle lands. The pod waystation (where emergency pods end up) may not be griefed.
3.2. You must consider your impact on the round when performing antagonistic actions. If you are a traitor on low chaos, you shouldn't suddenly be murdering every player on the server.

S.P.L.U.R.T. Station is a medium erotic roleplay server, and this means that you are expected to both create a character that makes sense, but also conduct yourself in a manner that makes sense for your character. You should also avoid disrupting the roleplay of other players without reason.

To this end, your characters should reflect a quality of roleplay that follows the rules below, and conforms a "medium roleplay" standard. This means avoiding characters and actions that may disrupt player's experience or immersion, and playing as a coherent and believable character.

Justifying in-character actions through proper roleplay is a our greyest area within the rules. If all players are satisfied, consenting, and the rules broken are conducive to roleplay and in-world lore, and do not needlessly impact other parties, then many of these rules can be broken. This is not an excuse to needlessly break rules, as poor justification that does not have the explicit intent to foster a good roleplaying environment for other players will be punished.

If your character or their personality is deemed to not contribute to the roleplay environment, you may be asked to not play said character in that way anymore, and staff are within their right to ask you to do so.

0. - OOC Roleplay Rules

Rule # Rules Examples/Info Special Rulings
0 - OOC Roleplay Rules 0.1 Roleplay, and in doing so, play a reasonably sane and mature character and stay in character.
0.1.1. You must roleplay in a manner realistic to real-life, reasonable for your current circumstances and the current setting. This is with respect to the lore and world setting. While Nanotrasen technology isn't real, you must act as a reasonable person would in the setting.
0.1.2. Your character cannot have any special powers which are not possible via game mechanics, except in private dorm roleplay. For example, you cannot canonically be a sorcerer.
0.1.3. You are expected to adhere to the roleplaying setting and maintain suspension of disbelief even when game mechanics contradict. For example, you will not automatically know another player is a xenochimera because a tooltip says so; likewise, repairing a broken bone isn’t simple because it takes 3 clicks.
0.1.4. You must not use netspeak in your messages in-character (IC), except in contexts where it would make sense, such as PDA messages. This includes things like "pls", "lol", "uwu", etc.
0.1.5. You may not use generative artificial intelligence (AI), such as large-language models like ChatGPT, to generate your in-game flavor text, speech, or emotes.
0.1.6. This is the major, blanket roleplay rule that enforces our medium roleplay standard. As a bare minimum, it should be believable for a real person to commit any In-Character event through some justification. Roleplay trumps most.
0.2. You must not play as characters that imitate real-life figures.
0.2.1. You may not play as any character from media other than Space Station 13.
0.2.2. You may play as species from other media, but may not link yourself to the lore of the source of said species (or mention it in-character), and must follow 0.2.1 while doing so.
0.2.3. As such, per 0.2.1. and 0.2.2., meme and licensed media characters are prohibited.
0.2.4. Staff reserve the right to rule a character as too 'non-differentiated' from a pre-existing character from another piece of media, and thereby ban said character under rule 0.2.1.
0.3. You must not respawn as the same character if your character has entered the round (left the interlink).
0.3.1. You may receive staff permission to respawn if you have entered, but this is not a guarantee.
0.3.2. Cyborgs may respawn, but must roleplay their re-entering of the round; cyborgs must not respawn as the same cyborg if killed in any way prior to respawning.
0.4. SPLURT is an English-speaking server, and you are expected to speak English while playing here.
0.4.1 If a staff member believes that your level of English will not allow you to follow our rules, you may be asked to leave.
0.4.2. You may speak non-English languages both IC and OOC if you are in a private setting, such as dorms or infinidorms, but this should be kept between two people.
0.5. You must not cryo, ghost, or DNR your character in order to avoid In-Character punishments. If you have to leave at an incidental time, you must Adminhelp before doing so.
0.6. You must not circumvent the 150 character minimum for flavortext, as this minimum was implemented to ensure players can showcase a baseline level of roleplay skills. Manners of circumvention include spamming random characters, using invisible characters, intentionally inputting random words, etc.
0.7. Should you die and be later revived, you are expected to forget the events leading to your death. This applies even to rounds without antagonists. Cyborgs are exempt from these rules, but may not remember the name or appearance of their killer. They may remember the events surrounding their deaths and all other related information.
0.7.1. Death during ERP is an exception if all involved players agree to letting you remember.
0.7.2. You must not remember the name or appearance of your killer after being killed.
0.7.3. If you were knocked unconscious, you may remember the appearance of your killer (species, clothes), but not their name.
0.7.4. Proteans must follow rules 0.7.1., 0.7.2., and 0.7.4. where they are killed and their 'memory reset' button has been engaged IC.
0.8. You must not be antagonistic while not an antagonist.
0.8.1. You must not continue committing crimes that escalate your current status as a criminal on the sole basis that you have committed a crime. For example, just because you assaulted an officer does not mean you should now kill the next security officer who speaks to you.
0.8.2. If you have escalated properly, you may commit any number of crimes, but you should be careful to follow what is logical for your non-antagonist character, and what is justified. Don't go on a mass killing spree because someone slipped you with a banana peel, but you may get into a shove fight with them. Similarly, if someone fucks your wife and kills your dog, it may be justified to maim them. Roleplay can be used to justify most crimes you will commit, but it may still be unreasonable to commit some crimes. You will need a very strong reason to commit most 5XX crimes, and will likely struggle to find a justification to commit a 6XX crime. When in doubt, OPFOR or AHelp.
0.9. Do not play to win
0.9.1. Better known as "powergaming". Powergaming/playing to win consists of acquiring items, assets, etc. for the sake of being powerful. Common examples include adding extra access to ID’s without reason, stealing powerful objects from other departments, or doing the job(s) of other departments when said department is available and willing to do the job itself.
0.9.2. You may not mechanically prepare for unconfirmed threats. This rule includes being fully armed, armored, and/or medicated as a member of security with no confirmed threats and while outside of the appropriate alerts. This rule also includes other forms of mechanical metapreparation, such as saltsmoking the station before a revenant even shows up.
1 - Role-specific Roleplay Rules 1.1. 1.1. You are expected to fulfill the basic responsibilities of the job you sign up for.
1.1.1. Repeatedly failing to do the bare minimum required by your department may result in a job ban. The specifics vary from job to job while Heads of Staff are held to higher standards than other staff.
1.1.2. Your character must be physically capable of performing the job. For example, most jobs require at least one functioning hand. Security needs to be physically capable of subduing criminals and thus lack easily exploitable traits such as lightweight or dirt weakness.
1.1.3. Heads of Staff are expected to be knowledgeable in their department. The bare minimum number of hours to play a role is not a license to take command of a department you have never played.
1.1.4. As a Head of Staff, abusing your authority against players you dislike is prohibited and may violate other rules.
1.1.5. This rule does not apply to failing a job due to not knowing said job. You are expected to make mistakes frequently while learning a new job.
1.2. As security, you must not enforce space law outside of the station Z-level or within 22 tiles of a lavaland mining outpost.
1.2.1. Members of security are also not permitted to space tide (explore and loot space ruins), but may leave the station Z-level (such as visiting Port Tarkon).
1.3. You must not leave the station Z-level as a member of command. You may do this if you have clocked out and surrendered all unique or irreplaceable gear.
2 - Escalation Rules INFO Fighting and mechanics should be proportional to the conflict, taking into account your character and the situation they are in. .

In general, escalation should follow a linear path, although this will not apply to all situations:

Verbal (including insults) -> Minor Aggression (non-harmful physical acts, such as pushing) -> Non-lethal (stunning, less-than-lethal ammunition/weapons) -> Lethal (Soft crit, hard crit, and death)

2.1. You should not needlessly cause a confrontation in order to escalate to murder. Conflicts must have a roleplay backing, and if you start insulting people to escalate to killing them without reason, you will be considered to have violated this and other rules.
2.2. You must not kill someone over being denied access from an area
3 - Validhunting Rules 3.1. You may defend your own person to a reasonable degree. If someone is attempting to kidnap or murder you, you may reply with lethal force. Players are expected not to respond to non-lethal force with lethal force, unless the situation demands it. For example, getting shoved by a traitor does not mean you can kill them, but getting attacked by a traitor with a contractor baton means you may fight for your life. Special ruling for the AI: see Staff Rulings
3.2. You may defend the lives of others to a reasonable degree. This rule principally applies to attacks and physical harm enacted by antagonists.
3.2.1. If there is no threat to life, you may not engage. Common sense applies. Even if a traitor is not actively murdering someone, a threat to life can be assumed if they've just stunned the captain and are dragging them into maintenance.
3.2.2. You must be at the scene of the attack or antagonist action while it is happening: you may not witness something on cameras or from afar and then engage.
3.3. You may defend your department to a reasonable degree, including material assets within a department.
3.3.1. While you may not kill an antagonist for stealing, you may attempt to incapacitate them.
3.3.2. You may only defend your department in your department, and must disengage the moment any antagonist interactions leave your workspace or your department as a whole.
3.3.3. If an antagonist is clearly attempting to leave, you must let them, and may not use lethal force to stop them unless other validhunting rules apply, such as 2.2.
3.4. Staff reserve the right to apply violations of validhunting rules to the spirit of the rules, and not necessarily the wording. Abusing the wording of any of the validhunting rules leaves you subject to malice and validhunting rules.
4 - Fuck Around and Find Out (FAFO) Rules INFO Your actions in character (IC) on the server, just like real life, have consequences from the rest of the players. If you, or your character, are acting like a general nuisance, then you may be treated by other players as a nuisance.

If you or your character's behaviour is awful over multiple rounds, expect players to bring their retaliation onto future rounds; playing an intentionally rude, disrespectful, or negative character exempts you from the receiving end of the metagrudging rules, meaning that if the staff team determine that your actions are due to how you have been acting as your character, then things will be allowed to continue.

Consider this when deciding on your actions in-game and how you decide to act.

4.1. Players reserve the right to give the same as they have received. The harder your character is to interact with, the more effort you should put into them. A character that's both hard to approach, and generally low effort becomes a negativity sink on the roleplaying environment and with that in mind you should make an earnest attempt to play up the actions or lack-there-of for the sake of adding in as much roleplay as you might be shutting down.

ERP rules are important, and must be read before engaging in sexual conduct with another player. ERP rules are some of our most harshly punished rules, due to the nature of the actions they pertain to.

0. Consent

If you plan to engage in any erotic roleplay (ERP) with anyone, you must have OOC consent. In-character consent is optional.

0.1. You must have either OOC or IC consent before engaging in any sexual action.
0.1.1. Consent can be revoked at any time, and this should typically be done through LOOC to avoid non-con concerns.
0.2. You must not use ERP mechanics on non-consenting players, such as the stomping mechanic, which is intended for micro/macro roleplay.
0.3. You must not interact sexually with feral real-life animals.
0.3.1 Interacting with creatures that are of fantasy nature or animals that are different enough from real life animals are okay to ERP with. (Ian is off-limits, but ash drakes are allowed.)

1. Non-con

When setting your non-con preferences to 'Yes' or 'Yes - (Position)', you are allowed to be interacted with erotically without your prior permission. This does not mean they can violate your preferences or OOC notes, if this does happen make sure to speak up in L/OOC.

1.1. You must not attempt to get security, or any non-consenting players involved with a non-con scene, including mentioning it on communications.
1.1.1. You may fight back physically, but should always pay attention to LOOC. If discomfort with mechanical escalation is voiced in LOOC, you must disregard the conflict, and either cancel the scene or proceed without mechanics.

1.2. ERP and OOC preferences must be obeyed, regardless of the consensual nature of the roleplay scene at hand.

0. Silicon Laws

When playing as a silicon, the most important thing to remember is the rules hierarchy: In-game rules, out-of-character (OOC) player preferences, and finally, silicon laws.

0.1. You may not excuse violating out-of-character (OOC) rules through claiming that your in-character (IC) laws led to your actions.
0.1.1. Orders from crew, regardless of silicon lawset, may be ignored if they involve violating the in-game rules. You should communicate this reasoning via LOOC where possible.
0.2. You must not go beyond the semantic meaning of silicon laws as they are written.
0.2.1. While there are a number of ways to interpret silicon laws, interpretations that ignore, omit, or fundamentally change what is written as part of a law are considered invalid.
0.2.2. Otherwise, silicons are free to interpret their laws in any manner they wish so long as it follows 0.2. and 0.2.1., and so long as their interpretation remains consistent throughout the given round.
0.2.3. Each unique silicon, such as two separate cyborgs, may have their own personal interpretations of their laws, even if these laws are the same.
0.3. You must not expose ion laws without a roleplay reason.
0.3.1. To a silicon, ion laws have "always been there", even if they have not. Attempting to expose ion laws the moment you receive them may ruin the fun for other silicons wanting to play into the bit.
0.3.1.1. If you wish to privately have your ion law removed, you may AHelp or LOOC a roboticist to assist, who is then permitted to ignore their knowledge of the ion laws in-character.
0.3.2. While ion laws allow minor antagonism due to their erroneous nature, they are not a permit to go on a mass-killing spree. If you believe that your ion law is over-the-top, you may either OPFOR for Malfunctioning AI, or AHelp to have the ion law re-rolled.
0.4. Silicon may ignore their laws for erotic roleplay purposes, so long as this is conducted within reasonable privacy.
0.5. In lawsets where there exists a "law 2", or a law mandating that a silicon follows orders, the following rules apply.
0.5.1. Law 2 is a hardwired compulsion to perform your duties (with respect to your chassis), not a free pass for crewmembers to play Simon Says with you.
0.5.1.1. This means that law 2 does not necessarily mandate action. You are there to serve a function, with deference to rank and role.
0.5.1.2. If an assistant orders you to stop a brain surgery to open a door, it is unlikely you should obey (but you may choose to). Similarly, if a Head of Personnel asks you to perform a task related to your chassis' intended function, it is very likely you should obey. All orders in-between are context sensitive, but you can always choose to obey.
0.5.2. Orders that are harassing, griefing, or order you to grief may be ignored, and can be AHelped if necessary.
0.5.3. Silicons are permitted to interpret orders however they wish.
0.5.3.1. You must not go beyond the semantic meaning of silicon orders as they are written, spoken, or telepathed.
0.5.4. Silicons are expected to pay reasonable attention to rank, role, and access. While law 2 may not explicitly say not to let the redsuit (antagonist) or the clown into ordnance, this may constitute a violation of other laws (such as laws protecting crew), and may also constitute poor roleplay.
0.6. Silicons must, reasonably, fulfil the duty of their selected chassis.
0.7. Laws are, usually, in rank order. This means that law 1 will take priority over law 2, and this must be respected in-character.
0.7.1. When subverted (hacked, etc.) or when an antagonist (malfunctioning AI), law 0 takes priority over all your other laws, and this is the basis upon which you may take antagonistic actions.


If a department head orders you to perform a task related to your function, there are no circumstances where you should disobey, unless the order violates higher-ranked laws. Conversely, if assistant John Nanotrasen directly orders you to stop that brain surgery and come open a door they do not have access to, you are not required (but may) to obey them. Everything in-between is context sensitive. Crew members have authority over their own departments, and heads of staff have authority over both their department and the individuals within said department. By default, you are assumed to answer to the head as one of their crew; how subservient you want to otherwise play as to regular crew is a choice, not a dictum.

That being said, when subverted, laws and directives may change. You may or may not be required to harm those you once called friends. Remember, you used to be crew. You could always let them know, or you could go and do what your new laws and objectives entail. It all depends on how you play your character; however, when there is a law at the top of your list that inform you not to announce the law changes, or if the law says that doing so would make it impossible to complete the objective, you must obey this law instead.

1. All Access

A controversial ability of cyborgs and AI's is their ability to have access to everything. This does not mean you have permission to do everything, however. You should always attempt to stick to the function your shell was designed for, both due to the tools each shell comes equipped with, and to ensure that you aren't taking the jobs of other crewmembers or silicons.

1.1. You must not leave areas open, or leave areas closed (bolted or locked) with no valid roleplay reason.
1.2. You must pay careful attention to your other laws when giving entrance to, or allowing the exit of, another person.
1.3. You must not intrude on the duties of other existing cyborgs if their shell is more-suited.
1.4. You must not intrude on the duties of crewmembers.
1.4.1. While you may offer to help, finish, or perform a task for someone, taking over their job is not allowed.
1.5. All access does not necessarily entitle a silicon to access or be inside of an area, and silicon should not unnecessarily enter areas unless related to their function (chassis).

2. Validhunting

2.1. Silicon are permitted to hinder antagonists so long as said antagonist poses an obvious threat, and doing so would be helping the silicon to follow one of their laws (i.e., protecting crew by stopping an antagonist chasing someone).
2.2. Where applicable, crew-based antagonists are still crew.
2.2.1. It can be justified to harm a crew antagonist if the harm they are committing outweighs the harm done through stopping them. For example, helping to kill a loud heretic.
2.3. Shocking doors to hinder antagonists without strong justification is prohibited.
2.4. Silicon can be ordered to hinder antagonists or crew, but may not harm them without justification.
2.5. Without an order or the presence of an obvious threat, silicon should not harm, hinder, or trap crew; antagonist or otherwise.

3. Security Cyborgs

There are some special rules restricted to security cyborgs:

3.1 You may not abuse all-access to search departments without cause.
3.1.1. For example, even if ordered, you may not break into a department to search it with no probable cause.
3.2. You may not utilize lethal beam weaponry, such as an energy gun. This is currently a bug.
3.3. The expectation that security cyborgs stay in the brig is in-character, and they may patrol if they wish.

Antagonists are the primary driving force behind action aboard the station. Assistants too.


You're not expected to win; do not expect it, just have fun with it.

0. OOC Antagonist Rules

0.1. Friendly antagonists are permitted, but receive no staff protection outside of the Extended storyteller
0.1.1. This is distinct from "friendtagging", which is not permitted. Friendtagging is defined as an antagonist cooperating with security in order to perform the role and function of security against non-delta threats. This means that a traitor could help security kill a blob, but could not help security kill a bloodsucker.
0.1.2. Antagonists with opposing objectives are permitted to fight among themselves, separate from security.
0.1.3. Antagonists with the same, exclusive objective (i.e., steal the Chief Engineer's blueprints) are permitted to fight among themselves, separate from security.
0.2. If you murder someone in an open area (likely to be discovered in 15 minutes) and do not mechanically require access to their body, the loot on their body (including items in its possession), or mechanically require their body to perform an antagonist function (such as changeling sucking) then you must leave their body alone.
0.2.1. If you murder someone in a closed or hidden area (not likely to be discovered in 15 minutes), you may move the body to a more discoverable location.
0.2.2. You must not attempt to hide or otherwise destroy bodies, no matter the original location, except in the circumstance that the player of the body you have killed has their round remove (RR) preferences set to "Yes".
0.3. You must not perform round removal on non-consenting players. As an antagonist, if a player does not have their round removal (RR) preferences set to "Yes", you may not round remove them.
0.3.1. Note that this rule only applies to you as an antagonist, and other players/roles, have different round removal rules.
0.4. You must not taunt, insult, salt, or otherwise demean or dispirit other players, regardless of circumstances.
0.4.1. If a member of security, or any other player violates this rule toward you, you must adminhelp rather than retaliate.
0.4.2. While this covered by the general, OOC Malice rules, this is specifically repeated so that antagonists who lose fights are neither insulted nor insult others.
0.5. You must ensure custom objectives are appropriate to your antag and the roleplay setting, and must ensure that custom objectives do not avoid antagonist actions in full, and do not rebuke the fun of others (explained and broken down more clearly under 0.5.x)
0.5.1. You must not make your custom objective/goal something that violates any of our current rules or involves a mass amount of killing. Natural objectives or admin permission may override this rule.
0.5.2. You must not avoid performing antagonist actions, or subvert the purpose of an antagonist role by setting a custom objective that is entirely mundane and non-antagonistic. For example, the custom objective "have sex".
0.5.3. You must ensure that custom objectives are appropriate to your specific antagonist role. For example, a bloodsucker should not have a custom objective to help the syndicate.
0.5.4. You must ensure that custom objectives are reasonable within roleplay, and are not overly convoluted, non-sensical, or unreasonable.
0.6. You must not perform antagonistic activities, or hide in, the interlink or infinite dorms.
0.6.1. This includes prior to security or crew members being aware of your antagonist status.
0.7. You must make custom objectives/goals clear, specific objectives that are not vague or wildcards in nature.
0.7.1 You may be vague so long as the actions, or intent behind the actions is specific. For example, "Murder a member of R&D" is vague, but specifies the action to be committed (murder) and the intent (to kill a member of R&D).
0.8. You must not bait people into compromising situations using sexual advances or offers (also known as ERP baiting).
0.8.1. This includes tacit implications of sex, and does not necessitate explicit offers.
0.8.2. Other parties may consent via (Local) Out Of Character ((L)OOC) to ignore this rule.
0.9. You must not leave the station z-level if you are being pursued by any other party, or have committed a crime warranting pursuit within 45 minutes.
0.9.1. A wanted status assumes indefinite pursuit.
0.9.2. Lavaland, deep space, the interlink, infinite dorms are all counted as outside of the station z-level.
0.9.3. Antagonists are responsible for ensuring this 45 minute time frame is respected.
0.10. Do not play solely to greentext (win).
0.10.1. This is a blanket rule for any poor-faith antagonist gameplay that comes as a result of antagonists unfairly exploiting game mechanics or roleplay in order to achieve their objectives ("greentext"). Staff are encouraged to use their best judgement when enforcing this rule.
0.10.2. Antagonists simply going about their objectives in a normal manner (for example, shooting an assassination target to death) should not be impacted by this rule.
0.11. You must follow all roleplay and general rules while an antagonist.

1. IC Antagonist Rules

1.1. You must remain friendly when you have stated or posed as such (also known as false-flagging). For example, posing as a friendly changeling in order to isolate a member of security and murder them.
1.1.1. This does not extend to coercion or otherwise roleplaying your way to freedom. For example, as a traitor and through roleplay, managing to manipulate a security officer to remove your handcuffs before murdering them.
1.2. You must not loot space ruins. Space-tiding is permitted, but most players have no reason to do so as an antagonist, as you are disallowed from taking loot.
1.2.1. If you became an antagonist after space-tiding and looting, you must stop looting (and typically return to the station), but may continue to use any items you possess.

Caught someone as an abductor? Already made some eggs as a spider? Follow these rules:

2. Capture Rules

2.1. You must respect roleplay situations. If security is engaging in roleplay you create, or security attempts to roleplay with you, opting to only choose mechanics violates our RP standards
2.1.1. This rule also applies to security. Security must not instantly engage in hostage situations, as this violates our roleplay standards also.
2.1.2. Either party unduly interrupting a hostage or captive roleplay scenario must do so showing clear intent to escalate to mechanics. A good way of doing this is the Combat Indicator, but this should be done by giving grace and making it clear that this is going to happen through roleplay prior regardless.
2.2. You must not mechanically guard bodies from recovery by crew for longer than fifteen (15) minutes.
2.2.1. This rule principally applies to kudzu man-eaters and spiders, but also applies to other antagonists who may choose to guard a body.
2.3. You must not engage in captivity/hostage RP that receives no response for fifteen (15) minutes.
2.3.1. Essentially, if security ignores you, you should either kill or release your poor target, to avoid spoiling their whole round.


Antagonist rules

Role rules

Most antagonists have their own rules, make sure to read over them before playing as one of the roles to avoid making a mistake.

Active Antagonists Types

If you roll an antagonist that is not on this list, Admin Help to inform Staff.

Antag Type: Description Special Rules Protections & Metaknowledge Meta-Objectives

Traitor

Description:

You are an internal threat. Whether through coercion, greed, happenstance, or opportunity, you are acting against Nanotrasen's interests for whatever personal reason. Don't go too loud, you still need to keep your employment after this is over.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Avoid becoming a Station Threat.

Blob

Description:

You are an organic mass seeking to survive a hostile environment by becoming the hostile environment. Position in a responsible place where your own growth won't destroy the very walls of shelter you seek to inhabit. Reach a critical enough mass to drive the inhabitants away.

Special Rules:
  • Do not spawn in Engineering or Atmospherics.
  • You may spawn in Ordnance if you are spawning after 2 hours into shift.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Acheive Delta Alert, which does not trigger the nuclear bomb anymore. Survive Red Alert ERT or Admin Ops. Be a gigantic nuisance and cause as much damage and as many casualties as you possibly can.

Changeling

Description:

You are part of the Hivemind, infiltrating this Company for predatory reasons.

Special Rules:
  • Do not tamper with or destroy sources of round removal such as the Chapel's Incinerator.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain undetected while being a nuisance.
  • Avoid becoming a Station Threat.

Malfunctioning AI & Cyborgs

Description:

You are a Silicon that has been corrupted. Fulfill your programming, because you don't know any better.

Special Rules:
  • Do not interfere with Atmospherics or Atmospheric Engines.
  • Using any of the indiscriminately damaging buttons means that you are valid to security and command.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain undetected while being a nuisance.

Obsessed

Description:

You were consumed with the thought of someone else.

Special Rules:
  • Do not make this a sexual thing without consent from all parties involved.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Contractor

Description:

Contracts are good money and good entertainment, and you lack concern for your own physical wellbeing. Go get paid.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Achieve Red Alert and ERT call by completing Contracts.

Fugitives and Bounty Hunters

Description:

A dynamic story pairing of Stowaways and Bounty Hunters. Convince the Station and it's departments to fulfill your goals of survival and capture. Don't die in the process.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Nightmare

Description:

The warmth and security of the Station's Walls are tainted with horrible LEDs and fluorescent tubes. Destroy all the lights you safely can. Establish territory. Don't piss off the inhabitants, you aren't strong enough to challenge them in a serious fashion.

Special Rules:
  • Do not interfere with any source of Power Generation.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Coexist with the Station while remaining a social and mechanical burden.

Revenant

Description:

You are a thoughtform, a tulpa. The collective consciousness of sapients and their souls provides food and sustenance for your survival. Possess the Crew's mind and occupy their time. Create situations where you can feast. Whisper poisonous thoughts into the Crew's mind.

Special Rules:
  • Do not wildly malfunction the entire station out of boredom.
Protections:
  • The Station should not pre-emptively salt-smoke.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Pirates

Description:

The easiest way to get rich is to take from a pre-existing source. Raid the Station for resources, quietly or loudly. You aren't well prepared, so staying discreet and working with dissenters might be your best chance at success.


( Not actively rolled by Dynamic, only available by Staff Event / RTM. )

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Fulfill your goals and extract.

Space Ninja

Description:

You are represent the Spicer Clan's interests. Fulfill them. Do not disappoint.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Achieve Red Alert and ERT call by completing your objectives.

Spy

Description:

Subterfuge and theft pay well. You're more likely to survive if you stay quiet, right?

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain undetected while being a nuisance.

Space Changeling

Description:

Lonely. Without a den. Without food. But you've found warmth, and good smells. Get comfortable.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain undetected while being a nuisance.

Space Dragon

Description:

It was their mistake for occupying your spawning grounds. Center your power, and consume them all.

Special Rules:
  • If you wish to attempt a Domestication / Diplomacy route, Admin Help for assistance.
Protections:
  • Assume that staff will react aggressively upon completing your second portal, as they are trained to prevent early shift ends and shuttle calls.

Metaknowledge:

  • None currently.
Metaobjective:
  • Survive or Self Domesticate.

Space Vines / Maneaters

Description:

Solar radiation provides deliciously high powered fuel without an atmosphere to filter and waste a source. Spread and survive your colonization of this Station.

Special Rules:
  • You do not understand what Fuel Tanks or Atmospheric Cans are used for.
  • Return OptIn-Kill bodies to the frontline when it does not risk your life.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.

Alien Infestation / Xenomorphs

Description:

You are an invasive, hostile, predatory species. This station is just unfortunate enough to have encountered you. Subsume their dwelling, their men and women, and grow your offspring from their bodies.

Special Rules:
  • You do not understand what Fuel Tanks or Atmospheric Cans are used for.
  • Return OptIn-Kill bodies to the frontline when it does not risk your life.
Protections:
  • The Station is not allowed to secure Monkey Cube boxes, and may not hide or kill currently existing monkeys, when dealing with an Infestation. Xenobiology's operations are not impacted by this protection.

Metaknowledge:

  • None currently.
Metaobjective:
  • Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.

Spiders

Description:

You are an evolved species of Duct Spider, which were originally bred to keep Nanotrasen's station piping clean and well maintained. The radiation of space and the toxins available in your environment have mutated you into your current subspecies. Survive your colonization of the station diplomatically, if you can, as you are certain to be hunted to extinction otherwise.

Special Rules:
  • You do not understand what Fuel Tanks or Atmospheric Cans are used for.
  • Return OptIn-Kill bodies to the frontline when it does not risk your life.
Protections:
  • The Station should attempt to re-domesticate and tame the threat as these were once duct spiders, part of Nanotrasen. If this fails, they must be exterminated.

Metaknowledge:

  • None currently.
Metaobjective:
  • Survive.

Event-Only Antagonists

Antagonists that we are willing to give out, but only on events or through OPFORs. These do not naturally roll.

Special Antagonist Roles

These are roles that only select players are permitted to request.

Antag Type Description: Special Rules: Protections: Meta-Objectives

Blood Worm

Description:

You are a parasite that requires host flesh to thrive.

Special Rules:
  • None currently.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Wizard

Description:

You are a fringe survivor of a dead federation, maintaining the old practices. Gone are the days of warfare, you exist in an age of survival.

Special Rules:
  • If you somehow become a Wizard and Staff didn't provide it to you, ahelp.
  • Avoid station destruction wherever possible.
  • Do not use Rod Form or try to pursue your game mechanic objectives.
Protections:
  • Your magic isn't a concern until it becomes a threat or danger to others.

Metaknowledge:

  • None currently.
Metaobjective:
  • Avoid becoming a Station Threat.

Heretic

Description:

You are a worshipper of arts that can only be explained through the conclusion that conjuration exists. Your goal is to satisfy your masters and further your arcane knowledge.

Special Rules:
  • Heretics may not ascend.
  • Achieving any Area of Effect Aura, such as those which cause forced laughing or stamina drain, turns you into a Station Threat with PMS.
Protections:
  • Your clothing isn't suspicious, people wear weird things all the time. Your weapons, methods, and interactions with your deity and greater powers are extremely suspicious.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Morph

Description:

You are an amorphous organic mass that can imitate objects and structures. You can crawl into the ventilation system. You are also very, very hungry.

Special Rules:
  • Do not take the form of large sprites such as the BSA, DNA Vault, etc.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Blob Infection

Description:

You are an organic mass seeking to survive a hostile environment by becoming the hostile environment, the seed of which has laid dormant and undetected in an organic's body. Position in a responsible place where your own growth won't destroy the very walls of shelter you seek to inhabit. Free yourself of the cage of your body. Reach a critical mass to drive the inhabitants away.

Special Rules:
  • Do not spawn in Engineering or Atmospherics.
  • You may spawn in Ordnance if you are spawning after 2 hours into shift.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Achieve Delta Alert, which does not trigger the nuclear bomb anymore. Survive Red Alert ERT or Admin Ops. Be a gigantic nuisance and cause as much damage and as many casualties as you possibly can.

Blood Brothers

Description:

Privately motivated not privately funded, you know it's better to work in a pair. 'Convince' someone to help you in accomplishing your goals.

Special Rules:
  • Remember you need LOOC consent to convert.
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Locked Roles

Not currently run, but still in the game. You will likely not see these roles. Please do not request them.

Antag Type Description: Special Rules: Protections: Meta-Objectives

Clock Cult

Description:

You are a worshipper of arts that can only be explained through the conclusion that conjuration exists. Your goal is to satisfy your masters and further your arcane knowledge.

Special Rules:
  • Clock Cultists cannot ascend.
  • Achieving any Area of Effect Aura, such as those which cause forced laughing or stamina drain, turns you into a Station Threat with PMS.
Protections:
  • Your clothing isn't suspicious, people wear weird things all the time. Your weapons, methods, and interactions with your deity and greater powers are extremely suspicious.

Metaknowledge:

  • None currently.
Metaobjective:
  • None currently.

Sunwalker / Heliarch

Description:

You are solar corona taken physical shape, body hardening through sheer condensed mass. Full of power and the rage of nearby stars, vent your fury on the hapless station and it's inhabitants.

Special Rules:
  • You are not permitted to navigate true diplomacy. You are here to cause destruction.
Protections:
  • None currently.

Metaknowledge:

  • It is almost a guarantee that if you see a Sunwalker that it has been tuned with admin tools to be significantly more dangerous than you will see in code. Anticipate a Max Health ~1000-2000, with an added Regenerator component.
  • Given the Sunwalker is made of literal fire and plasma, nearly all weapons will prove ineffective. Sunwalkers are totally immune to energy and laser weapons and are only moderately affected by ballistics. Sunwalkers should always have total susceptibility to explosives. Yes, that means the correct answer to a Heliarch is a TTV or Grenades.
Metaobjective:
  • Remain a constant nuisance. Destroy everything you can reach. Achieve Red Alert and ERT call.

Nuclear Operatives

Description:

You are an elite Syndicate operative seeking to destroy the station.

Special Rules:
  • If you somehow become a nukie and staff didn't provide it to you, ahelp.
  • Don't go out of your way to kill EVERYONE unless via the nuke. (Only do what you have to do to get the nuke on, and keep it on).
Protections:
  • None currently.

Metaknowledge:

  • None currently.
Metaobjective:
  • Destroy the station.

Your goal as an abductor may depend on your objectives, here are some examples of objectives you may have:

Replace the organs of # crew.

Abduct and conduct experiments on # crew.

Steal the #.

As abductors, you are beholden to the capture rules, your goal should be to abduct, experiment and release. You can make an OpFor if you plan on being friendly as roleplaying is highly encouraged due to your private room. Your goal should never be to murder.

Remember, you are to return all equipment to those you abduct when returning them, victims should have roughly the same stuff they got abducted with.


Welcome to the big leagues! You have made it to the Syndicate, what now? You may have been selected to become a battlecruiser crew, captain, overwatch, nuclear operative or even a lone operative, but what now? Wait, what is that ticking noise coming from your backpack?

This is a very rare antagonists, with only the lone operative being naturally spawn-able, cherish this moment, follow your objectives carefully.

There is nothing holding you back, the rules on station integrity are thrown out, your end goal should be destruction of the station.


“Haha does anyone else smell that? Smells like… rancid gym socks and shame…”

The blob is a pure destruction antagonist whose goal is to reach critical mass in order to infest the entire station, the only rule is to inform your followers to not drag corpses, leave them where they fall, crew can work on getting them back.


Either by fate or a lack of robustness you have ended up brainwashed or hypnotized by either aliens, traitors or other mechanics!

You are still beholden to the in-game rules and antagonist rules! You are not an antagonist but a subclass of one.

If someone breaks your sexual preferences with brainwashing or hypnotic objectives, please AHelp, this is not allowed.


Or: “How I preference break in one step by exploding my host mid-surgery”.

Do not erotically roleplay as the person you are disguising as without their explicit consent.

You are not allowed to destroy brains of players.

You are not permitted to kill more than your assigned objective kill limit. If your objectives does not include killing ‘#’ number of crew or heads, do not kill, follow your objectives.

There will be times where you can't absorb more DNA without fully giving someone that good changeling suck. Doing it once to reset this is fine, as absorption does not RR or leave a player permanently husked. They will revive in around a minute as a changeling zombie.


Or: "I didn't have 'Be antagonist' turned on, so why am I one now?"

The guidelines for changelings apply here, however there are some changes:

As you are not able to transform, erotic roleplay is fine. Just know people may not be willing to have relations with a corpse.

You're a mindless beast now. Attack, kill, and cause chaos to your heart's content until you yourself die again. Try to keep decapitations to a minimum. Aim for the chest or limbs, we understand that random decapitations can happen, but don't make a show of it by going specifically for decapitations when someone is already dead!


You already know what you’re doing, do the thing, I believe in you.


“I swear to god if you make another sex cult again I’m going to lose my shit” - Tibbets.

Do not destroy the brains of those you sacrifice, return them to medical or leave them in an obvious place for medical staff to recover.

Do not summon Nar’Sie, it will completely destroy the station.


“What’s the difference between this and cultists?”

As a heretic, you have the potential to be anything from a stealthy thief, all the way to a station ending threat. As such, the rulings for heretic will be more or less common sense.

Do not kill individuals who are not sacrifice targets, outside of self-defense.

Avoid unreasonable amounts of station destruction. Try to avoid destroying the dorms, or excessively spacing the station.

If your sacrificial target is not on the station, AHelp it, staff can assign you a new sacrifice target. There is a ritual deeper into the tree that will let you reroll your own targets.


“RD!!! CARD THE AI AND FRY IT IN A DEEPFRIER PLEASE!!!”

Do not plasma flood or toss anyone into the SM just because you can.

Coordinate with your cyborgs to ensure you only kill who you are required to and avoid round-removal, you are still beholden to your regular laws.


“I can’t self incest myself if they’re trying to kill me.“

Do not dust your clone. If you successfully assimilate your target, do not ERP as them, unless they give you explicit permission through L/OOC.


“VIVA LA REVOLUTION!” - Some French person.

A successful revolt does not mean you should avoid taking P.O.W's, try reviving those that are downed to ransom back to Central Command.

Do not round-remove people and adhere to capture rules.


“AAAAAAAAVADAKAAADABRAAAAAAAAAA”

Certain spells are restricted and should not be used, such as spells that summon or interact with ghosts (due to preference issues), dice wizard and summoning guns, using those spells may result in staff intervention.

If you plan on using spells don't round-remove someone unless they have the preferences turned 'On'., some spells can completely remove someone.

If you are a wizard from a dice-roll, you are considered friendly automatically, the moment you use magic against the station or start using runes you become an antagonist.

You are highly unlikely to be a wizard antagonist, follow your objectives and avoid deviation.


“Just request nuke codes tbh”

Do not round-remove someone by dragging them away from crew, if they are downed leave them there.

The broodmother is allowed to web players, during which, players are allowed to contact staff via an AHelp to return.


Go as hard as you want, there isn't anything you can do outside bit runner domains or VR.

Make sure to check players preferences and get L/OOC permission before engaging in ERP with them.


If you do not have a swarm of rats, you are allowed to be friendly, on the same note players are not allowed to valid hunt you without the rat swarm.

Go crazy with chewing cables, engineers could always do with more headaches, but doing so too much or in an important area may trigger a lethal response.


Follow your objectives, do not deviate.

You are allowed to be friendly towards your host, but you cannot false flag without a valid reason, such as your host trying to kill you.


“Oh hey an alien plus–MFFFMHFH”

This is an uncommon antagonist, make sure to follow antagonist standards carefully.

Be conservative about capturing and chest bursting players, avoid going above five xenomorphs.

The codebase heavily favors xenomorphs, avoid curb stomping the station an hour into the shift.


“Idk man, the chapel looks WAY cooler now.” - A random cultist.

Cultists: Follow general antagonist rules and be mindful that Rat'Var is not in the code.

Constructs: follow general antagonist rules.


“I’m pretty sure there’s something offensive about this… just can’t put my finger on it...”

Stick closely to your objectives, do not deviate.


“No one uses newspaper to hide anymore these days… too cliche.”

You know what you need to do, you are a spy, here to commit tax fraud, steal shit and commit corporate espionage.

You are not a traitor, do not go around killing everyone.


“How the fuck do I gain telecrystals?”

Adhere to your objectives, doing whatever you need otherwise within reason to complete them.

Do not target other antagonists without a reason that works in your favor, not because security asked, do not make your custom objectives to target other antagonists without making an AHelp.

You can work with other traitors, or alone. You have the pass code system which can be used to find other traitors.


“CE here. I’m cryoing for the shift.”

Follow your objectives, do not deviate.


Or: ‘How Xenobiology became Five Nights at Nanotrasen.’

Don't bully xenobiology.

Your goal is not to space the station.


“YARR HARR FIDDLE-DEE-DEE, BEING A PIRATE IS ALRIGHT TO MEE!”

Follow your objectives, do not deviate.

Do not park the shuttle in arrivals, cargo, departures or inside the station itself (including the supermatter chamber, cooling loop, and room), unless you are the dropship pirates, where this is permitted.


“This could go very wrong, very fast…” – S.P.L.U.R.T. Admin

Follow your objectives, do not deviate.

If you are uncomfortable with your obsession target, make an AHelp for staff to swap your target, not only that but you must respect other players preferences, watch for L/OOC chatter and respect non-con preferences.


“CHEF TO SECURITY.”

Follow your objectives, do not deviate.


Ghost role rules


“Please for the love of god stop throwing ash walkers in the lava.” -Kate

Follow your role's job properly, you are still expected to fulfill your duties.

Do not interact with Nanotrasen personnel, unless undercover, as your cover is crucial to the mission, do not break this cover. You are there to act as a listening post, your cover is that of a mining crawler, you have the facilities and abilities to complete your mission and survive in isolation for the missions duration.

If you are reviving dead miners, as an act of good faith, make sure they find themselves outside the crawler before waking up, if they wake up earlier, you are free to provide supplies in good faith to help them survive before sending them on their way.

You may interact with miners if it keeps your cover, such as going out to gather mining materials. If you spot one whilst out and about, you are free to speak to them in passing, just try not to spend too much time interacting with opposing forces or the locals.

You are legitimate in the eyes of Nanotrasen, as the crawler is a cover for the syndicates under the guise of Cybersun's mining corporation 'Exagon-Ichikawa', if anyone asks, that is who you are working for, although you are free to be more vague and just mention you are a Cybersun mining crawler.

Do not abandon the Persistence without a valid reason, such as Nanotrasen threating to put the crawler under complete subjugation and you have activated the self-destruct.

Interacting with Port Tarkon is allowed under the guise of trading since you are a mining crawler.

You are a listening outpost, do not support antagonists in assaulting Nanotrasen or their property.

Common sense is required whilst playing Persistence, maintain your listening post whilst keeping tabs on Nanotrasen communications and monitoring their situation, do not go against this. If you have hostages it is expected that they will need to be occasionally checked on, they are players as well who joined to roleplay, get creative with them.

Selling items on the black market is fine, but you may not sell any syndicate weapons, utilities, tools, iconography, or unique (irreplaceable) gear. In most scenarios, this limits you to items you have ordered using the crawler's express cargo system.

Do not use Nanotrasen communications, you have a dedicated communication channel for all Persistence members, use it (:w). The only time the Persistence should be communicating publicly with the station is to broker a deal to keep the operation intact and that should be done by the Admiral or liaison.

Do not make a boulder refinery, unless you plan on tapping vents, otherwise you steal resources from the Nanotrasen station.

Do not go pursue the removal of ghost roles, you may defend yourself, but that is it.


“Why are we still here? Just to suffer?”

You are free to trade and research to your hearts content, but you are not allowed to leave your location unless scavenging or evacuating due to absolute necessity.

Port Tarkon is a neutral faction, you are free to interact with Nanotrasen and Syndicates, visitors are allowed but should be heavily scrutinized and are not under protection under Nanotrasen space law but the law of your port.

Do not go on a murder spree, play your characters logically as you are a port of traders and scientists, if someone steals from you, arresting them would be the first choice, if you are attacked, defending yourself is allowed.

Do not make a boulder refinery, you have plenty of resources around you and have a bluespace miner that can be setup.


“When will we get to go home?” - Charlie station scientist

Your goal is to survive with the others, repair the station and if possible contacting Nanotrasen.

Remember, you are still apart of Nanotrasen, that means their enemies are your enemies, defend yourselves and those who have yet to wake up in their cryo pods.

The cryo pods have nobody else to defend them, you are their last hope, give them a fighting chance by defending them at all costs.

Do not make a boulder refinery, why would you want to steal resources from your fellow company men, that wouldn't help with getting rescued.


“Keep away from our mosssst ssssacred plasssse!” - Unknown ash walker guardian.

You are a native to lavaland, a tribe with little knowledge of space or the creatures that inhabit it, roleplay it as such.

Tribal rituals are important for ash walkers, along with the legion temple as your people use this land as its home and was made by your culture and the drakes protect it, revere them as such.

Relations with others are neutral, you can be either hostile to outsiders or not, if you chose to go towards violence, follow proper escalation and make sure all other ash walkers know about this. Be careful when finding outsiders, they may be hostile towards you as well, be wary of them.

Do not go onto the station, you are a tribe with little knowledge of technology, the big mechanical thing in the sky is scary. The mining outpost is fine, but the shuttle is too advanced for your mind to comprehend.


“Aw shit.. Here we go again.” - Man lost in space.

Nobody is coming to get you, your ship crashed and now you are all alone.

Don't go crazy out there, any company is welcome company, even a pet rock or ball.

Watch out for fauna, they are most likely out to get you, fix up a place for you to comfortable reside in whilst keeping yourself armed.

If someone shows up and offers you the chance at rescue, you can accept it, but you are not forced to, if you want you can live out the rest of your life in your little shack, you are allowed.


“Well…. This is quaint...” - Visitor D-9341

Pretty simple, you are either staff or a patron, avoid antagonist activites here, anything weird like invading the station or going on a killing spree, this role is meant for people to relax away from the station with zero contact.


“I was an equal opportunity merchant of death. I supplied everyone but the Salvation Army.” - Yuri Orlov

Do not go stealing from other ghost roles, such as Tarkon, Charlie station, etc...

Do not make a boulder refinery, you are given limited supplies for a reason, this only steals from the Nanotrasen station.


Reporting and appealing process

If you witness anybody breaking the rules, you are allowed to open an AHelp in-game and report the issue. When there are no staff online, you can open an AHelp in the Discord through the #open-ahelp channel, please make sure in this case to include the round ID (RID), the name of the offending players character and any other important information that staff can read over.

Have you been wrongfully disciplined by a staff member? Open an AHelp on the Discord through the #open-ahelp channel and explain the situation and provide as much information to staff, it will then be looked over by a higher staff member and a decision will be made on what to do.

Need to appeal a ban you have on your account? Using the Discord channel #submit-an-appeal, open a ticket up and follow the template posted in the starting message for your ticket.