Space Law

From S.P.L.U.R.T. Wiki

Space Law is the name given to the set of corporate regulations approved by the Nanotrasen Board of Directors for use on their Space Stations. It applies to all NT employees, authorized visitors, and generally anyone that is legally aboard the station. These individuals are both protected by, and expected to follow, Space Law. Any individuals that board the station with hostile intent are not protected by Space Law. Central Command can authorize pardons for any named or unnamed crimes as they see fit.

Interpretation of the Law

A rough understanding of Space Law is important in order to ensure workplace productivity for Nanotrasen employees, and to prevent any accidental crimes from being committed without one's knowledge. Furthermore, more in-depth knowledge of Space Law is recommended, if not required for intensive positions such as Captain, Head of Personnel, Warden, Head of Security, Security Officer, and Lawyer.

For certain crimes, the intention of the accused is important. The difference between Murder and Manslaughter can be hard to ascertain. When in doubt, you should default to the lesser crime.

Charging someone with multiple counts of the very same crime is completely disallowed; even if someone steals every toolbox on the station, you may only charge them with one count of Minor Theft.

Knowingly aiding a criminal is Aiding and Abetting. Offenders are to be charged with the same sentence as the person they helped, with a minimum charge of at least five minutes.

Crime Stacking

The rules regarding crime stacking (charging someone with multiple crimes simultaneously) are:

  • Crimes with notes that say they don't stack with another crime cannot be stacked with that particular crime, obviously.
  • Crimes which are very similar (e.g: contraband and drug possession, for the same item) cannot be stacked together; charge only the most serious crime instead.
  • Aside from the exceptions listed prior, crimes CAN be stacked together! For example, you could charge someone with BOTH 207 (breaking and entering) AND 107 (petty theft for breaking in and stealing something); the timers would be added together accordingly.
  • Repeated crimes can be up-charged to the next applicable level. For example, if someone has committed a 110 (Minor Theft) several times and been caught for it repeatedly, you are allowed to charge them with a 210 instead for a heavier sentencing.

Arrest Procedures

As a member of security, you are expected to handle arrests and to do the required legwork of submitting evidence, which involves noting said evidence in paperwork and any observations made during arrests. As such, you will be subjected to the Standard Operating Procedures, and maybe even tempted to deviate from them. If you are tempted, remember that these are still employees. Arresting someone does not mean to leave them restrained to a chair for their whole sentence, or to leave them harmed if the arrest required a level of violence. A paramedic or the brig medic should apply care when possible.

When stripping a prisoner after arrest, you may strip everything off of them except for their headset. Consent should be sought if you must remove their clothing as well, but armored clothing such as syndicate turtlenecks are contraband and do not require consent. You are allowed to take the prisoner's headset if they are being abusive with it; screaming for help, calling for assistance from other crew, being generally disruptive. Permabrig prisoners are also subject to this, as their communication devices are a luxury and not a right.

Brig Procedures

These special precautions are to be taken aside from standard Brigging Procedures:

  • Ask Plasmamen prisoners where their Internals Tank is located. Do not remove this tank, as it will kill them. In such a case where their clothes have to be changed, expedience is mandatory. The same applies for species that do not breathe standard air mixes, such as both subspecies of Vox.
  • All Contraband is to be confiscated and placed in Evidence Storage; this includes tools used in a crime. These items are not to be returned afterwards.
  • Make routine checks on the Permabrig, Solitary, and Labor Camp areas if they happen to be occupied; this is especially important for the Warden.

Legal Representation and Trials

While prisoners are permitted to seek legal representation, Security is under no obligation to provide or allow it for crimes that do not warrant specifically permanent confinement or execution.

Lawyers exist to serve as a guiding hand and voice of reason within the sentencing process; however, lawyers have zero authority over the Brig, Security Personnel, Prisoners, or sentencing and any attempt to throw their weight around can, and should be, ignored.

  • Disruptive lawyer - If the lawyer is asked to leave the brig by the HoS, Warden or Captain, they must do so, and cannot return until one of those people allow it. If they return without permission, or are otherwise disruptive, Security may ask the Captain for permission to demote them.
  • Sentencing Conflicts - In instances where a conflict of opinion arises over the sentence of a prisoner, the following chain should be followed, in order of authority: Captain > Head of Security > Warden > Officer / Detective.

Use of Deadly Force

As a member of the station's Security force, you are one of the best armed and protected people on the station and are equipped with the latest in non-lethal weaponry.

Situations that warrant the use of Deadly Force are few and far between. In the vast majority of cases, you will be expected to use your non-lethal tools, which are often many times more effective than lethal options when it comes to defusing a situation. In general, if it is possible to capture personnel non-lethally, you should. If you do not, expect to have to justify yourself to Command to not get fired and to Administrators to not be Job-banned.

There are however certain circumstances where deadly force is permissible and usually granted when someone is hostile (attacking crew without reason):

Non-EOCs / Petty Criminals
Lethal force should never be used against a target that is not an EoC or is not set to Execute/Kill on Sight via lawful order. If they end up dead, the person in question has to be revived and sentenced/deconverted as soon as possible. Petty criminals met with lethal force are to be given immediate medical attention when captured.
Lethal's Authorized - Post-Combat Treatment/Revival Required
Armed and Dangerous
(Stun Weapons, Lethal's, etc.)
Multiple Assailants
(Armed or Otherwise)
Possessing Explosives
(Grenades, TTVs, etc.)
Enhanced Individuals
(Stimulants, Implants, Bio-Chips, etc.)
Revolutionaries
(Non-Heads)
Armoury Trespassers
(Armed or Otherwise)

Escape, Escape Attempts & In-Cell Vandalism

Remember: Always Ahelp if you want to escape as a prisoner. If you are unsure a prisoner has ahelped when playing security, please contact Staff via ahelp yourself!

  • Escape is defined as leaving the area they're confined to, without permission from security; breaking internal windows, without leaving the space they are confined to, does not count. E.g: temporary brig prisoners must be outside their own cell, permabrig prisoners must be outside of the prisoner-accessible area of the permabrig, and isolation cell prisoners must be outside of their specific isolation cell.
  • Attempted Escape is defined as attempting to break the barriers that keep the prisoner contained (e.g: cell windows, airlocks), or attacking any member of security in their cell. Temporary prisoners guilty of this can have their timer reset at the discretion of security. Permanent prisoners guilty of this should be moved to isolation temporarily. If Permanent prisoners attempt escape, contact Centcom with a full report on the incident.
  • Vandalizing their cell is defined as breaking things in their environment in a way that does not help them escape. In cases of vandalism from a permanent prisoner you should isolate them temporarily, or remove privileges such as, Jukebox, PDA, etcetera. If it escalates further, put the prisoner in a straitjacket.
  • Temporary Prisoners who escape are to be re-brigged for the full timer they had before, plus an additional 5 minutes.

Additional Clarifications

Executions can be done only by electric chair, lethal injection, firing squad, gas inhalation, asphyxiation or beheading. Other means of Execution are illegal unless a prisoner requests them. Refer to the accrued amount of crimes on a particular person's list. In cases where the final sentence is equal to or greater than 45 minutes, it is to be changed to a Permanent Imprisonment sentence.

  • The greater good of the station should be considered when sentencing. If someone breaks into the AI Core to destroy a malfunctioning AI, there is no need to charge them. Likewise, if the station is under attack by Nuclear Operatives, you probably shouldn't be brigging people for trespassing. The intent of Space Law is to protect the station and the crew, not to hinder them.

Space Law

Keep in mind Crimes with low amounts of time can always be fined rather than jailed as well; you are encouraged to roleplay things out and make them fun for both the officer AND the criminal.

Crime Codes Quick Reference

Use this to quickly find Crime Code Numbers, and which specific crimes bring forth a certain punishment timer with them.

Crime codes are organized by a Category Code (_xx) which is a collection of non-stackable crimes on a row, prefixed by the Severity Number (X__).

Crime Code Reference

Use this to quickly find the Crime Code Numbers, or communicate with other Officers about crimes happening.

Crime codes are made up of Category Codes (_XX), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__)

Crime Code Reference
Code Minor - 1XX Moderate - 2XX Major - 3XX Grand - 4XX Capital - 5XX ComSec - X0X
X00 Disturbing the Peace Workplace Hazard Impersonation Attempted Murder Murder Incompetence
X01 Loitering Breaking & Entering Major Trespass Grand Trespass CC Trespass Dereliction of Duty
X02 Insubordination Criminal Negligence Manslaughter Voluntary Manslaughter Mass Casualty Event Abusing Authority
X03 Assault w/ Stun Assault w/ Harm Assault w/ Lethal Assault on Leads Assault on Captain Embezzlement
X04 Refusal to Identify Resisting Arrest Escaping Arrest Escaping Jail Escaping Perma Disobeying NT
X05 Harassment Vigilantism Sabotage Grand Sabotage Destruction of Station Favoritism
X06 Contraband Moderate Contraband Major Contraband Grand Contraband Capital Contraband Bribery
X07 Possession of Firearm Threatening Armed Robbery Unlawful Abduction Terrorism Contraband Usage
X08 Negligent Discharge Negligent Explosion Aiding & Abetting Bribing Security/Command Corporate Espionage Omnidepartment
X09 Friendly Fire Prisoner Cruelty Evidence Tampering Emergency Services Insubordination ERT Insubordination Complaint Retaliation
X10 Minor Theft Theft Major Theft Grand Theft Capital Theft
X11 Vandalism Anarchism Rioting Inciting a Riot Mutiny
X12 Mime Spoke Bioterrorism
X13 Funny Clown Malpractice Unsanctioned Execution
X14 Enemy of NT
Punishment Brig - 1-5 Minutes,
Labor - 1-10 Point,
Fine - 15-100 Credits
Brig - 5-10 Minutes,
Labor - 100-350 Points,
Fine - 100-350 Credits
Brig - 8 Minutes,
Labor - 500-1000 Points,
Fine - 500-1500 Credits
Permabrig, Exile, Implantation, Pacification Permabrig, Exile, Implantation, Cyborgification, Execution Demotion,
Labor - Indefinite,
Permabrig

Modifiers Quick Reference

Use this to quickly find Modifiers and their values. You can click on the name of a modifier to immediately navigate to it.

Some modifiers, such as Repeat Offender, Aiding and Abetting, and Parole have special clauses and conditions.

Situation Modifier Situation Modifier
Aiding and Abetting Partner's sentence; minimum of 5 Medical Attention Running Timer
Central Command Directive Sentence Overridden Parole Parole Until Release
Cooperation with Security 50% reduction Alternative Punishment Release when completed
Repeat Offender Up-charge to next viable crime on repeat offense Hostile Brainwashing Deconversion & Release
Self Defense Immediate Release Immediate Threat to Prisoner Immediate Release/Relocation
Surrender 50% reduction

Minor Crimes


All of these crimes are punishable by a warning, fine or sentence up to 5 minutes at the discretion of Security.

Code Crime Description
100 Disturbing the Peace Causing a nuisance by pulling fire alarms or being loud/disruptive.
101 Loitering Lingering outside or near a restricted area for longer than permitted.
102 Insubordination Refusal of a lawful, sensible or honest order from a head of staff, security officer or Captain.
103 Assault w/ Stun Intent Shoving, Unlawful stunning and battering without causing physical harm.
104 Refusal to Identify Refusing to identify oneself for the purpose of Security to conducting a legal investigation or search.
105 Harassment Unwanted contact either physically, verbally, through PDA or non-direct interactions.
106 Minor Contraband The possession of minor contraband as listed in the Master Contraband List.
107 Possession of Firearm The possession of a firearm (Lethal, Less-Than-Lethal or Non-Lethal) without a permit, or any exemptions (IE: Starts with weapon, Bar Shotgun).
108 Negligent Discharge The possession of a firearm that is discharged in a careless manner.
109 Friendly Fire The discharge of a firearm, permitted, injuring or incapacitating a fellow coworker or Crewmate.
110 Minor Theft Theft of a minor item, such as credits under 100, pens, stationary, basic tools, basic medical supplies.
111 Vandalism Defacing or Dismantling of non-essential station assets.
112 Mime Spoke FailRP
113 Funny Clown The '113' Law is a blanket, catch-all term for clowns that commit good bits or funny pranks. You, as security, may choose to instead slap a '113' on a Clown if they perform anything lower than Class 3 Crimes.

Medium Crimes


All of these crimes are punishable by a sentence of 5 to 10 minutes at the discretion of Security.

Code Crime Description
200 Creating a Workplace Hazard Creating a hazardous condition in an area that can cause tremendous bottlenecking, debilitation or distress to crewmates.
201 Breaking and Entering Subverting ID Access to gain access to an area one's ID Access does not have by means of forcing access.
202 Criminal Negligence Causing hazardous working conditions (Gas Leak, Slips, Etc) that cause departmental distress/distraction, involuntarily.
203 Assault w/ Harmful Intent Shoving, Unlawful stunning and battering with non-negligible physical harm performed.
204 Resisting Arrest Refusal to submit to a lawful arrest either through attempted evasion or physical altercation. For suspects that successfully flee from the arrest, see 304.
205 Vigilantism Pursuing known criminals and threats without the authority to do so AND enacting trial/judgement without due process.
206 Moderate Contraband The possession of moderate contraband as listed in the Master Contraband List.
207 Threatening The credible threat of bodily harm, destruction of property or disruption of the station by any means.
208 Negligent Explosion The negligence of upkeeping critical standards and practices to avoid a medium-to-large scale explosion within your responsibility.
209 Prisoner Cruelty The mistreatment, negligence or neglect of a prisoner under the care of Nanotrasen.
210 Theft The theft of modest-valued items higher than 500 Credits, advanced tools, insulated gloves, PDAs, ID Cards. Includes pickpocketing.
211 Anarchism The destruction, dismantling or disabling of non-critical infrastructure of Nanotrasen crewmates

Major Crimes


All of these crimes are punishable by a sentence of 10 to 15 minutes at the discretion of Security.

Code Crime Description
300 Impersonation To take on the persona of a crewmate, security officer, head of staff or Captain, voluntarily or no.
301 Major Trespass The unlawful entry of a Class-3 restricted area, such as HoP Office, Bridge, Head of Staff Office, Morgue, Perma, Supermatter Chamber, Telecommunications, R&D Server Room.
302 Manslaughter To involuntarily cause the death of a crewmate, either through negligence or accident.
303 Assault w/ Lethal Intent To attack and deal lethal harm to another either by means of weaponry, firearm or environmental damage.
304 Escaping Arrest The successful flight from officers performing a legitimate arrest.
305 Sabotage The destruction, dismantling or disabling of CRITICAL infrastructure of Nanotrasen crewmates.
306 Major Contraband The possession of Major contraband as listed in the master contraband list.
307 Armed Robbery Using a weapon (either kinetic, energy or melee) to demand, extort or relinquish items from another, unlawfully.
308 Aiding And Abetting To assist and aide (medically or tactically) the escape and wellbeing of an enemy, major fugitive or criminal to the station.
309 Evidence Tampering To disrupt the forensic results of the detective or designated forensics specialist (Mortician, example.) in their pursuit of uncovering results of an investigation.
310 Major Theft The theft of high-value items higher than 500 Credits, emptying vault/silo items or stealing credits.
311 Rioting Participating in a riot.
312
313 Malpractice Wrongful diagnosis, unlawful morguing, DNR Revival, Severe Medical Negligence, unnecessary medical prodcedures and unlawful borging.

Exceptional Crimes


All of these crimes can result in Permanent Prison Time, Exile, or Permanent Labor Camp Time.

  • Only the Captain, Head of Security, and Warden can authorize a Permanent Sentence.
  • Only Central Command can authorize an Exile.
  • If a prisoner requests an Exile, they may be given one after you receive permission from Central Command.
  • If a prisoner is noted to be exceptionally violent, Pacification may be used as a viable punishment.
Code Crime Description
400 Attempted Murder With intent to kill, attempt to end the life of either an organic, inorganic, synthetic or carbon-based lifeform.
401 Grand Trespass The unlawful entry of a Class-4 Restricted area, such as Captain's Office, Vault, Armory.
402 Assault on Leads To attack and deal harm to a head of staff.
403 Voluntary Manslaughter For the purposes of SPLURT, to commit murder in either self-defense to an assault or the unplanned, spontaneous murder of another crewmate.
404 Escaping Jail To escape from confinement while either being processed for time-sentencing by Security, or from a temporary cell itself.
405 Grand Sabotage The destruction, dismantling or disabling of CRITICAL infrastructure of Nanotrasen crewmates that would lead to the destruction of the station.
406 Grand Contraband The possession of Grand Contraband as listed in the master contraband list.
407 Unlawful Abduction The action of abducting a crew member without reasoning, such as wrongful arrest, or kidnapping for ransom or other unlawful activities.
408 Bribing Security/Command The act of offering an officer or command member, something of value, be it your time, money, body, or otherwise. In exchange for leniency.
409 Marshall Insubordination The act of not obeying a Terran Marshall's orders as they typically when seen are there to assist the station and crew.
410 Grand Theft The theft of items such as the nuclear disk, hand teleporter, armory weapons, confidential papers (in the vault), Captain Spare, Head of Staff IDs, Mindshields.
411 Inciting a Riot Being the one responsible for inciting a riot either through organization or provocation.

Capital Crimes


All of these crimes can result in Permanent Prison Time, Permanent Labor Camp Time, Cyborgification, or Execution.

  • Only Central Command can authorize an Execution.
  • If a prisoner requests their own execution, they may be given one after you receive permission from Central Command.
  • If a prisoner is slated for execution, they are allowed to request Cyborgification as a replacement and remain useful to the crew.
Code Crime Description
500 Murder The malicious, premeditated or planned end of life/service of another, either through objective, desire or directive.
501 CC Trespass The unwarranted, unlawful trespass of the Central Command whiteship, Central Command Station or TerraGov Waystation.
502 Mass Casualty Event To unknowingly or negligently cause the deaths of five or more on-board either through delamination, destruction or annihilation.
503 Assault on Captain To attack and deal harm to the Captain.
504 Escaping Permabrig The escape and evadement of Perma.
505 Destruction of Station To cause the destruction or grand dismantling of the Station supplied by Nanotrasen in it's entirety, to the point life is no longer viably sustainable.
506 Capital Contraband To possess capital tier contraband. Including using, holding, viewing, not reporting, and hiding said contraband.
507 Terrorism The credible threat of large station damage or the harm of a number of crew, whether executed or potential.
508 Corporate Espionage The act of attempting to steal Nanotrasen secrets, research. Or information regarding space station construction, valuable research practices. Or otherwise any vital information pertaining to Nanotrasen.
509 ERT Insubordination Disobeying a direct order from an Emergency Response Team member. During an emergency. This is typically met with permanent detainment in Perma brig. Or field execution on the spot. However exile or borging can work as well.
510 Capital Theft of Nanotrasen Assets To willfully go against the captain's direct, lawful, sane and safe orders. Or to disobey the word of Nanotrasen, (Good Luck).
511 Mutiny To create either a disease, biological hazard or atmospheric disruption to the point that life on station is no longer comfortable sustainable or viable.
512 Bioterrorism To demonstrate a clear affiliation and/or direct collaboration with a known adversary of Nanotrasen.
513 Unsanctioned Execution To willingly execute an enemy or crew member of Nanotrasen when there has been no threat to the station, either by beheading, cremating, exploding or otherwise gibbing the suspected threat.
514 Enemy of Nanotrasen This includes, but is not limited to:

-All members of the Syndicate, the Spider Clans, Pirate Fleets or Workers Collectives funded by them;

-Any confirmed members of the Wizard Federation, or of the Vampiric League;

-Any confirmed members of the Mansus Path, Rat'varian Church, or Narsian Faith;

-Any Changeling or Changeling-descendant lifeform;

-or any silicon-based hive intelligence that is not held to NT-silicon laws.

Command-Security Crimes


The following crimes are relatively reserved for Heads of Staff. All charges can be met with immediate demotion at Central Command's approval.

Permabrig is also a possible punishment, as well as indefinite labor camp confinement. Being a dumbass in a command position is met with a very heavy hand, but only apply these as necessary.

Code Crime Description
C00 Incompitence To fail at the basic duties of the the position, to give illegal commands, or to follow improper procedure not through malintent but incompetence.
C01 Dereliction of Duty To abandon your department and workplace as a head of staff when there is an ongoing work or crisis. If you must to do something else while there's an alert level, return your gear to your locker and clock out with your PDA.
C02 Abusing Authority To use the authority granted to a position in order to give illegal commands or perform improper procedure. This is specifically willful and knowing.
C03 Embezzlement The theft and/or misappropriation of departmental or station funds for personal interests, products, services or financial gain.
C04 Disobeying NT Order The disobeying of a direct Central Command issued order.
C05 Favoritism To sway from established procedure and fair judgement due to specific positive or negative relationships with the parties involved.
C06 Bribery To sway from established procedure and fair judgement for the benefit of goods or services. (No handjobs for AA.)
C07 Contraband Usage Usage of contraband as defined by the Master Contraband List by Command or Security Personnel.

Reason is expected in it's enforcement- using a weapon you steal off the ground during an active fight is permitted, but after the situation is not.

C08 Omnidepartment To purposefully overstep into another department's bounds and duties.

It is not omnidepartment to have an autolathe, it is omnidepartment to be internally manufacturing mechs/chemicals outside of science/medical.

C09 Complaint Retaliation To use the power given to an authority to specifically punish staff creating a complaint.

There being a complaint does not mean that any action taken after it is retaliatory- but rather that specifically punitive/subversive action related to a complaint in itself is retaliation.

Modifiers & Special Situations


Situation Description Modifier
Aiding and Abetting To knowingly assist a criminal. The original criminal's sentence; 5 minute minimum
Central Command Directive To be issued a pardon/sentence modification by Central Command. Immediate Release/Modification
Cooperation with Security Being helpful to the members of security, such as by revealing useful information during questioning. 50% reduction
Hostile Brainwashing To be under the mind control of a Cult, Head Revolutionary, Vampire, or other mind-controlling entity. Deconversion & Release
Immediate Threat to Prisoner A severe threat to a prisoner's person. Immediate Release/Relocation
Medical Attention A sick or injured prisoner requires medical aid. Running Timer
Parole To be released, under parole, before the allotted sentence for a crime is up. Parole Until Release
Alternative Punishment Alternative methods of punishing Release when completed
Repeat Offender To be brigged for the same offense more than twice. Increase in crime severity to next applicable level (110 > 210).

Permabrig if necessary.

Self Defence Acting to protect one's self, coworkers, or workplace. Immediate Release
Surrender Willfully surrendering to Security. 50% reduction

Contraband in Crime along with Gun Confiscation and Weapon Laws


Any crewmate who has not commit a crime this shift may possess, own, and use any non-explosive weapon they desire, assuming they can legally acquire said weapon and have a valid permit applied to their Identification Access. This does not apply to anyone who has commit a crime earlier into the current shift; any previously-arrested individuals in possession of weaponry should be arrested for possession of contraband.

Keep in mind that, if you commit a crime and have a gun, you can potentially be shot due to you having a potentially lethal weapon, though security is advised to ALWAYS bring the criminal to Medical to be healed before processing them and removing their contraband/items used in said crime.

Contraband is defined as: goods or merchandise whose importation, exportation, or possession is forbidden; this can include items used in a crime. Taking an item not involved in a crime is not allowed, i.e, you cannot take a clown's shoes because you find them annoying, BUT you can take a knife from a clown if he stabs someone.

Contraband would also apply to Perma Prisoners, you should not allow them to have such items.

In the case of perma prisoners contraband would be as follows:

  • Tools (non recreational or not approved by an officer or Warden)
  • Dangerous seed types (nettles, gatfruit, any kind of bluespace fruit)
  • Weapons, homemade or not, should be confiscated (this includes shanks and other sharp objects)

Contraband as a Whole


Contraband can fall under many different categories and types. The following are the major types and classifications for common contraband. If you are unsure, request clarification from Central Command. Any contraband that is found on a search should be confiscated and stored away in the evidence storage of the security wing.

Item Type Contraband Level Notes
Jaws of Life Engineering/EMT Only Minor Permission may be recieved by the CE or their interim to carry this as non-approved personnel.
Syndicate Paraphenalia Syndicate Minor Posters, Banners, Balloons; anything that promotes the Syndicate over Nanotrasen
Type III+ Ballistic/Kinetic Armor Weapon, Security Only Minor Armor that is as strong or stronger than Security's vests and helmets.
Disablers Weapon Moderate
Standard Combat Implants Weapon, Security Only Moderate Combat Implants are considered contraband for security if implanted on Green Alert.
Narcotics Controlled Substance Moderate Most things from a Chemlab or Botany that aren't prescribed by a chemist.
Stun Batons / Stunprods Security Only Moderate
Firearms (Energy/Kinetic) Weapon, Security Only Major Barring any exceptions or legally obtained means, (Bar Shotgun, as an example or if you start with it.)
Anti-Personnel Explosives Weapon Major Hellfoams, fragmentation, ions, incendiary, molotovs.
Occult Reference Material Occult Major Literature, iconography, or otherwise media sourced from non-Nanotransen-approved religions.
Occult Instruments Occult Major Non-offensive magically-enriched articles related to non-Nanotransen-approved religions. Those incoming from Lavaland or the Gateway may be permitted with Security approval.
Syndicate Utility Implants Syndicate Major Syndicate-sourced implants with which there is no combat usage available.
Electronic Subversive Equipment Syndicate Grand Equpiment with which intrusion or disruption of NT systems may be performed. (Cryptographic Sequencers, AI Detectors, SyndEye)
High-Explosives / WMDs Weapon, Syndicate Grand The ONLY exception permitted is TTVs limited to Research, or Red Alert situations where they are absolutely necessary (Blob). WMDs include air freezing/burning and radiation.
Specialized Command Assets Command Only Grand
Silicon Law Boards Command Only Grand
Occult Weaponry Occult, Weapon Capital Magically-enriched articles that are able to be used in an offensive manner. Those incoming from Lavaland or the Gateway may be permitted with Security approval.
Syndicate Weaponry Syndicate, Weapon Capital Syndicate-sourced articles that are able to be used in an offensive manner.
Psychologically Subversive Equipment Syndicate, Occult Capital Articles with which to subvert an employee's loyalty to Nanotransen.
Syndicate Apparel Syndicate Capital
Syndicate Combat Implants Syndicate Capital Syndicate-sourced implants that aid in combat.
The Captain's Spare Access ID Command Only Capital
The Nuclear Authentication Disk Command Only Capital You'd be lucky to not get field executed and left for dead for carrying this and not being the current captain.

Criminal Guidelines

These guidelines exist to explain the relationship between the in-game rules and space law, so players can better understand what kinds of crime, criminal characters, etcetera, can safely be attempted without getting into any OOC trouble. With that said, these are NOT rules, they have NO weight on the decisions made by staff, and these do NOT overwrite any part of the in-game rules; attempting to quote ANY of these guidelines when a staff member is speaking with you will not help your case.

In-character motives versus out-of-character motives:

When committing any kind of crime, there are two possible reasons behind why your character would do such a thing; an in-character goal or motive, or an out-of-character goal or motive. In-character motives are, typically, more roleplay-oriented, or directly relate to the circumstances in the current shift; on the flipside, an out-of-character motive is a goal that does not relate to the character you are playing, and instead comes from your own, personal goals.

Out-of-character motives do not improve or foster roleplay in any way, so they are not tolerated by the rules nor staff. Examples of out-of-character motives include, but are not limited to; wanting to 'give security something to do', wanting to steal specific, powerful items for personal gain, being motivated by out of character information (such as information gained while ghosting), etcetera. Simply put, committing crime isn't an issue, but powergaming, metagaming, etcetera, IS, and will result in OOC punishment; crime, criminal characters, etcetera, can easily lead to meaningful roleplay if done right!

As such, you should not attempt to justify your character's in-character actions with your own, out of character goals. Obviously, you may create a criminal character due to your own interests and enjoyment, however, you should still give said character proper, in-character justification for their actions as well; simply put, you must have an in-character reason WHY your character would do such a thing to begin with. For example, perhaps your character is some sort of thief, whom sells stolen goods for some extra cash in maintenance- Or, maybe your character has turned to vandalism in protest of Nanotrasen's greedy, capitalistic policies, etcetera. Giving your character a good, in-character REASON to commit crime gives you a gimmick to roleplay with, and it offers an engaging opportunity for roleplay between your character and other crewmembers.

Round disruptions:

Any activities that negatively impact a large number of other players, or severely impacts a small group of players, violates rule two. As such, it is important to make sure your crimes do not ruin the round for other players in the process of committing them! Generally, your crimes should not lead to a very, very lengthy manhunt, they should not cause areas to become uninhabitable, nor should people die because of your character's actions. Furthermore, rule four protects ERP, and requires unrelated individuals to get LOOC permission before intervening; as such, your actions should avoid interrupting people who are clearly, actively roleplaying. The IMPACT your crimes have on the round will greatly impact whether or not you are punished by staff for your actions; for example, vandalizing a security checkpoint in protest of Nanotrasen likely will not result in staff intervention, but breaking into the vault or armory definitely will.

Resistance:

The first thing to do when committing a crime, or making a criminal character, is to accept that you WILL be arrested; obviously, you are not expected to turn yourself in after every crime, however, leading security on an excessively long manhunt will result in staff intervention. As such, attempting to EXTENSIVELY flee, or otherwise 'beat' security, generally will not go well, and likely violates the rules. Instead, your character's inevitable arrest should be seen as a chance to start an interaction with security themselves. After all, the arrest procedures (listed further above) REQUIRES security officers to request compliance from the suspect before using force; this gives you the perfect opportunity to interact with the security members present, as they should not turn to their weapons until your character either refuses to come willingly OR attempts to flee!

Better yet, your patience may even be rewarded; if the security officer fails to follow proper arrest procedures, they themselves will likely be arrested. Of course, you may still attempt to flee if that is what your character would logically do, however, you do not have to flee from the START; if you give the officer a chance to speak, you may get an enjoyable interaction out of the whole ordeal!