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'''SPLURT STANDARDS'''
== Command standards ==


= COMMAND STANDARDS =
=== Chain of command ===
{| class="wikitable"
{| class="wikitable"
|+'''Chain of Command'''
|[[Captain]]
|[[Captain]]
|[[Head of Personnel]]
|[[Head of Personnel]]
|[[Head of Security]]
| href="Captain" |[[Head of Security]]
|[[Chief Engineer]]
| href="Head of Personnel" |[[Chief Engineer]]
|[[Chief Medical Officer]]
| href="Head of Security" |[[Chief Medical Officer]]
|[[Research Director]]
| href="Chief Engineer" |[[Research Director]]
|[[Quartermaster]]
| href="Chief Medical Officer" |[[Quartermaster]]
|<s>Clown</s>
| href="Research Director" |<s>[[Clown]]</s>
|}
|}


When deciding on who gets to become the Acting Captain (otherwise known as the AC), refer to the list above going from left to right. If there is no Captain, then the AC is the highest authority on the station, however, it is lost when a Captain joins the round. <b>All department heads are equal and only have authority within their own department</b>, aside from the Captain/AC. As such, if you must go above any given department head, you must speak directly with the Captain/AC. In emergencies this may change, as the department head that is most relevant to the emergency should be listened to above all except by the Captain/AC.


You can refer to this list when deciding '''<u>active captaincy</u>'''. If there is no Captain, one of the heads of staff becomes the Acting Captain instead; acting captaincy is the highest authority on station, however, acting captaincy is lost when a true Captain joins the shift.
'''Note''': The Nanotrasen Representative and Blueshield are not apart of the chain of command. They are employed by Central Command and are not apart of the command structure and thus cannot become the AC.


'''Authority wise, all heads of staff are equal, and they only have authority over their own departments, aside from the Acting Captain. As such, if you must go 'above' any given head of staff, you should speak directly to the Captain instead.''' In emergencies, the head of the department that is most relevant to the emergency should be heeded above all except the acting Captain.
=== Duties ===
<p>'''As a member of command, you are expected to fulfill your roles duties. Do not leave the station Z-level without a valid reason, if you are planning to leave the Z-level to ERP clock out before-hand.'''</p>


'''''Note that the NT Representative and Blueshield are not part of the chain of command. They are employed by Central Command and not part of the Command structure.'''''
This is especially true during emergencies, where you would be expected to drop ERP in favor of handling the situation. With that said, you are of course allowed to ERP outside of emergencies, regardless of what role is chosen. If someone is demanding your attention, it does not mean you need to handle it yourself if there are people around for you to delegate tasks onto, unless there is no-one else around who can do what is being asked. This typically applies to menial requests, such as being asked to open the vault as Captain, or personally arresting someone as the Head of Security, etc...


=== '''Duty''' ===
=== Delegating tasks ===
'''As a member of command staff, you are expected to fulfill the duties required of you, depending on the role you have chosen to play.'''  
'''Department heads and especially the Captain exist to supervise, teach and otherwise manage their department.'''


This is especially true in emergencies, wherein you will be expected to drop ERP in favor of handling whatever situation has arisen; with that said, you are, of course, more than welcome to ERP outside of true emergencies, regardless of what role you have chosen. Furthermore, simply because someone is demanding your attention does not mean you yourself need to handle it; this will be covered more greatly in the next section, however, you do not need to stop what you are doing unless there is NO one else who can do what is required of you. This typically applies to menial requests, such as, for example; being asked to open the vault as a Captain, being asked to personally arrest someone as a Head of Security, etc.
You should be delegating menial task to members of your department, rather than handling such matters yourself. Department heads should not be doing basic tasks within their department if the required staff to complete such things exist, if the staff do not know how to how to complete the task, it is your duty to teach them as you should be competent in your department when playing as a department head.


=== '''Delegation''' ===
The Head of Personnel can assign jobs onto willing crew as a form of delegation. In these cases the HoP must make an effort to contact the relevant department head before assigning them, if there is no department head, then it would fall onto the Captain/AC for approval.
'''As a head of any particular department and especially as the Captain, you exist to supervise, teach, and otherwise manage your assigned department''' '''''(or other Heads of Staff, in the Captain's case)''.'''


As such, you should be delegating menial tasks to members of your department, or to specific head staff members, rather than handling such matters yourself. Simply put, Research Directors should not be stealing scientists' jobs when there are scientists available, Heads of Security should not be going out to make arrests when there are available security officers, etc. Bear in mind that Bridge Officers exist for you to delegate tasks onto; you can, by all means, entrust your duties onto a bridge officer, and their words will, to a reasonable degree, hold just as much weight as your own. Bear in mind that Bridge Officers are exempt from the command standards. That being said, when delegating such tasks, make every effort to inform departments or personnel who may be affected by such a decision, some people may not take kindly to them barging in unannounced.  
'''Note''': Bridge assistants are exempt from command standards.


In the HoP's case, assigning jobs to someone can be seen as a form of delegation. In these cases, the HoP '''<u>must</u>''' make an effort to contact the relevant head of staff involved with the job you are assigning. If there is no head, then you must ask the Captain. In the case ''you'' are the acting captain, you are encouraged to check with the relevant involved personnel to ensure you won't be impeding their jobs. Should you fail to contact either, in the case of other departments, then you should come up with an alternative assignment, have the involved party wait, or reach out to specified persons themselves '''<u>optionally</u>''' with stamped or signed paperwork to allow them access or jobs in that department.
=== Escalation ===
'''As a member of command, you have a great deal of authority over other, however your powers are not absolute, nor should they be applied to every situation.'''


=== '''Escalation''' ===
If you give an order to someone, but they wish to ask for a second opinion, '''you cannot stop them from contacting the next higher-up'''. If you are a department head, that means letting them consult the Captain; for the Captain, this means letting them contact Central Command.
'''As a member of command, you are, generally, given a great deal of authority over others. ''However, your power is neither absolute, nor should it be applied to every situation.'''''


As such, if you give an answer to someone and they still wish for a second opinion, you must not bar them from contacting the next higher-up. If you are a head of staff, this means letting them speak to the Captain; if you are the Captain, this means contacting Central Command, so they may give the final verdict on the matter. Bear in mind that this only applies to decisions made by heads of staff, NOT space law; if a prisoner demands to speak to the Captain, Head of Security, or any other entity before being processed, you may ignore them until after you have completed the arrest and brigging procedures.
This only applies to decisions made by department heads, '''not [[Space Law|space law]]'''. If a prisoner demands to speak to the Captain, HoS or any other entity before being processed, you may ignore them until after you have completed the arrest and brig procedures.


'''Secondly, this standard also means you should not allow people to skip the chain of command, when relevant'''.
You should not allow people to skip the chain of command, when relevant, if they have a specific issue with a department, have them speak to that department head before talking to the Captain.


For example, if they have an issue that is relevant to a specific department, then you should make them speak to the head of that department before reaching out to the captain.
== Security standards ==


= SECURITY STANDARDS =
=== Warden ===
Ensure that the permabrig is secure and safe enough to contain prisoners.


==== '''<u>Warden</u>''' ====
When needed, visit and authorize visitations for prisoners.


*Ensure that the Permabrig is secure and safe enough to contain Prisoners.
<p>Keep the armory locked down and manage the stock, distributing weapons within reason at Amber alert or higher.</p>
*When needed, visit and authorize visitations for Prisoners.
*Keep the Armory locked down and manage the stock, distributing weapons within reason at Amber Alert and Higher.
*Contain Evidence and issue reasonable brig times in accordance with Space Laws & Severity.
*Do not go out of your way to Patrol or make arrests. If you leave the Brig for any reason, ensure that you don't stay out long.
The Warden is NOT Above the HoS. The HoS is in charge of the entirety of brig, wardens should listen to the HOS in all situations regarding the whole of the security department, they cannot bar the HOS from the brig for example. Can only boss OFFICERS exclusively if there is a LACK of an HoS. You are also not in line for AC or active captain in cases there is no AC.


==== '''<u>Security Officer</u>''' ====
Contain evidence and issue reasonable brig times in accordance with [[Space Law|space law]] and severity.


*Get shitfaced on Quadruple-Sec. /j
Do not go out of your way to patrol or make arrests. If you leave the brig for any reason, ensure that you don't stay out long.
*Go out on patrol throughout the station.
*Be aware of your surroundings and listen to your headset.
*Ensure that you report to your HeadSec/Warden when called.
*Have some experience being robust in-game.
*Avoid the use of unnecessary force. Stamina damage heals easier than brute.
*Don't try provoking people, demanding taxes, OR dictate Permabrig Sentences.
*Be sure to check in on your Prisoners regularly, with or without the Warden. They get lonely too.
*Clock out if you intend to go ERP on Blue Alert or Higher.<p>The maximum amount of time an Officer can set a suspect's timer for is 15 minutes. Longer sentences, if necessary, should be set by the Warden or HoS and served in the Permabrig (essentially a GenPop sentencing). Security personnel are also required to only uphold Space Law on their station specifically, that means no pursuing criminals off the station Z-level, like gateway or different space Z-levels. The farthest an officer is allowed to pursue are the neighboring asteroids. If the lava planet Indecipheres and the ice moon Freyja are not visible in the background, you've gone too far into space. The lavaland outpost interior is also part of the station. Pursuit should not go far from the station or outpost unless an extremely critical item was stolen from the station.</p>


==== '''<u>Blueshield</u>''' ====
Wardens are not above the Head of Security and can only boss security officers if there is a lack of a HoS.


*Protect the Captain and command staff to the best of your ability.
=== Security officer ===
*You are NOT a security member, and thus cannot make arrests unless it is absolutely necessary to protect your heads of staff.
''Get shitfaced on Quadruple-Sec. /j''
*If you need someone arrested, you will have to call for security for help!
*Blueshields cannot be granted AA or the spare, same as any other non-head role.
For those committing crimes or approved antagonists- this is not an invitation to flee to off z-level, as going there would be ICly considered as a death sentence. Fleeing to these locations should be for antags exclusively.


In relation to official pardons, they can be requested from Central Command. To provide a defined line, crimes can also be overlooked if the victim agrees to not press charges. The victim cannot agree to lessened charges than what was committed.
Go out on patrol throughout the station.
 
Be aware of your surroundings and listen to your headset.
 
Ensure that you report to your Head of Security/warden when called.
 
Have some experience being robust in-game.
 
Avoid the use of unnecessary force, stamina damage heals easier than brute.
 
<p>Don't try provoking people, demanding taxes or dictate permabrig sentences.</p>
 
Be sure to check in on your prisoners regularly, with or without the warden, they are people too.


Also see our page on [[Space Law]].
Clock out if you intend to go ERP on Blue alert or higher.  


= ALERT PROCEDURES =
The maximum amount of time an officer can set a suspect's timer for is 15 minutes. Longer sentences, if necessary, should be set by the HoS or warden and served in the permabrig (essentially a gen-pop sentencing). Security personnel are also required to only uphold [[Space Law|space law]] on their station specifically, that means no pursuing criminals off the station Z-level, like gateway or different space Z-levels. The farthest an officer is allowed to pursue are the neighboring asteroids. If the lava planet 'Indecipheres' and the ice moon 'Freyja' are not visible in the background, you've gone too far into space. The lavaland outpost interior is also part of the station. Pursuit should not go far from the station or outpost unless an extremely critical item was stolen from the station.


==== '''<u><span style="color: green;">Green alert</span></u>''' ====
=== Blueshield ===
Protect the Captain and command to the best of your ability.


*Low risk operations.
You are '''not''' a security member, and thus cannot make arrests unless it is absolutely necessary to protect command.
*Security, much like standard crew are allowed to equip and use whatever they see fit within reason. Reason, being what they can have without committing a crime to obtain.
*Industrial and Medical grade mech chassis designs may be utilized on this alert by any crewmate. (Ripley, Clarke, Odysseus)


==== '''<u><span style="color: purple;">Violet alert</span></u>''' ====
If you need someone arrested, you will have to call for security for help.


*There is a medical emergency on-going.
<p>Blueshields cannot be granted All-Access (AA) or the spare, same as any other non-command role.</p>
*Some examples of a medical emergency are a highly transmissible and/or dangerous virus, or mold infestations.
*Non-medical personnel are required to obey relevant instructions from medical staff.
*If there is a hazardous virus and you are caught intentionally spreading it or refusing treatment, medical staff may get security involved.
*Crew is advised to wear internals and minimize unnecessary contact with other individuals.


==== '''<u><span style="color: orange;">Orange alert</span></u>''' ====
For those committing crimes or approved antagonists- this is not an invitation to flee to off z-level, as going there would be considered in-character (IC) as a death sentence, fleeing to these locations should be for antagonists exclusively.


*An engineering-related emergency has arisen on the station.
In relation to official pardons, they can be requested from Central Command. To provide a defined line, crimes can also be overlooked if the victim agrees to not press charges. The victim cannot agree to lessened charges than what was committed.
*Meteors, extreme atmospheric changes, fires, engine failure (SM, HFR, etc), immovable rods, and large explosions all fall under engineering emergencies. Anything that would require people to scream on comms for engineering's help, basically.
*Non-engineering crew are advised to listen to engineering staff and follow instructions.
*Avoid affected areas until engineering declares them safe.


==== '''<u><span style="color: blue;">Blue alert</span></u>''' ====
See our page for [[Space Law|space law]].


*A call for potential concern, where personnel are to be vigilant for any signs of threat
== Silicon standards ==
*Functionally no different from green alert.
<p>Cyborgs/AI's are undervalued but often abused, you could be saving a couple dozen people, then subverted a moment later, get blown up because of a misunderstanding or lack of communication. This is why being a cyborg is a tough job, but there are perks.</p>
*Durands are authorized for security personnel should they deem it absolutely necessary.


==== '''<u><span style="color: yellow;">Amber alert</span></u>''' ====
'''There are players behind each cyborg/AI, killing them without a good reason will be treated the same as murdering a crew member, the lockdown function exists for a reason and you are able to use the IntelliCard on AI's, use it when you are unsure of things or there is no valid reason to kill them.'''


*A situation for security personnel and medical personnel to be on-hand and actively handling situations.
=== Playing as a cyborg and AI. ===
*Depending on the severity of events that happen on this alert and above, space laws can be overlooked or treated later in favor of handling threats.
*Standard Combat chassis designs like the Gygax and Durand are authorized for deployment by Command and Security.


==== '''<u><span style="color: red;">Red alert</span></u>''' ====
==== Non-human communication ====
Cyborgs and AI's have access to the '''binary channel''', which can be accessed using ''':b'''. This is a private channel which can be used to talk between other cyborgs, androids and  AI's, this channel does not get affected by events and will always be accessible. Anything said within the channel isn't recorded by telecommunications, so it's great for plotting or coordinating support.


* A major situation where the crew are expected to break out arms if able.
<p>Unlike AI's who have access to all station communication channels, cyborgs are normally limited to the department-specific radio that their shells module is apart of (such as engineering for engineering cyborgs).</p>
*Security are to act as directors for shifting efforts towards specific locations, or handling said issues themselves.
*Advanced mech designs such as the Savannah-Ivanov and Phazon are authorized for Command and Security.


==== '''<u>Delta Alert</u>''' ====
==== Silicon laws, the rules and you. ====
When playing as a silicon, the most important thing to remember is the rules hierarchy: [[Rules|In-game rules]], player preferences and finally silicon laws. Using the excuse "My laws made me do it though." has never been and will never be an acceptable exception to breaking the in-game rules or someone else's preferences. This does include your own preferences and duties, if you are playing as a non-security cyborg and get the robo-cop lawset, feel free to open an '''AHelp''' in-game (Shortcut: '''F1''') for resolution, though if you are able to roleplay around the given lawset in a way that does not break the in-game rules or someone's preferences, then that is highly encouraged and accepted.


*Imminent station destruction, it is likely the station nuke has been activated, or a situation may result in the destruction of the station in a few moments.
While there is not any hard or limiting ways of understanding and acting out your given laws, as they are written with a lot of freedom with the intent to give enough wiggle room to enhance creativity and roleplay rather than detracting from it, there are a couple guidelines to keep in mind:
*Personnel are to obey security and command structures where applicable, or face field executions.
*All restrictions are lifted to attempt to resolve the situation.


= SILICON STANDARDS =
===== Do I know my laws are wrong? =====
When playing a Silicon you are overall seen as a member of the crew, and will generally be treated as such.
<p>Generally, no. If you get an ion law at some point during the round, you should try and act as if it has always been there as much as possible. If there are multiple cyborgs on-station and a fun law gets passed through an AI to them, they likely want the chance to act on this rarely-seen silliness, if one of them go about announcing "Oh, we got an ion law, please reset us." that just shuts down any chance immediately. That said, certain character archetypes and certain laws might see you reporting to robotics quietly to ask for a diagnostic, saying something along the lines of "I feel like something's wrong, I'm not sure exactly what." or even "I was assigned to kill the captain, but the more I think about it, the more I fee like I should consult with you first.", if you are ever uncomfortable with a lawset, it is better to find a way around it rather than ruining it for anyone else, although if you are really uncomfortable, you can <b>AHelp</b> in-game about it.</p>


=== '''<u>Laws</u>''' ===
===== Law 2, the controversial cousin. =====
'''When playing a silicon, you are expected to follow your laws as LONG as doing so would not violate Splurt's in-game rules, or your own OOC preferences!'''  
An important distinction that often needs to be emphasized on '''SPLURT''', is that nowhere in the lawset is there a compulsion to obey a direct order, this intentional omission acts as a buffer between you griefing or getting harassed. The meaning is clear: '''You are there to serve a function, with deference to rank and role'''.


If you receive a law that cannot be followed for these reasons, '''<u>''AHelp immediately''</u>''' and the laws will be corrected; keep in mind that AHelping in this instance is NOT an option, but a requirement. Outside of those circumstances, you are expected to follow your laws to the best of your abilities. That said, you are welcome to interpret your laws in any way that makes logical sense. Therefore, if you receive a completely nonsensical law, you may assume the least disruptive interpretation if you so wish, though your interpretation of the law MUST remain consistent! Lastly, off-station silicons do not serve the actual station itself; instead, they are to identify their place of awakening as their assigned station.
If a department head orders you to perform a task related to your function, there are almost no circumstances where you should disobey, conversely, if assistant John Nanotrasen directly orders you to stop that brain surgery and come open a door they do not have access to, there is almost no circumstances where you should obey, everything in between is context sensitive. '''Law 2 is a hardwired compulsion to do your job, not a free pass for every greytider to play Simon Says with you.'''


=== '''<u>Modules</u>''' ===
<p>Crew members have authority over their own departments with heads over the individuals within those departments. 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. In essence you have the expectation to act like a crew member and a reinforced responsibility to work like one.</p>
Some borg and AI shell types cannot be acquired normally, such as the syndicate, CentCom and spider clan modules; if you wish to play as one of these modules, you simply need to issue an OPFOR request and ask to do so. That said, whether or not your module request is accepted depends on the ongoing round and its contents; the decision is ultimately up to the staff team as a result. Furthermore, when asking for these sorts of roles, you may also ask for an appropriate lawset to go with it; this is especially recommended for syndicate borgs, as the default station lawset conflicts greatly with syndicate duties.


=== '''<u>Consequences</u>''' ===
===== All access, is not permission. =====
Failure to follow these standards can, and likely will, result in a silicon job ban, so ensure that you read through them thoroughly before playing any sort of silicon character! Furthermore, when we say 'silicon', we do not simply mean borgs and AI's; pAI's, positronic brains, MMI's, etc, all fall under this category as well! Obviously, not all of these roles have laws to follow, however, the general premise remains the same; just because a positronic brain is lawless does not mean it shouldn't generally be friendly towards its creators, for example!
A controversial ability of cyborgs and AI's is their ability to have all access to everything, this does not mean you have permission to do everything though. If you are a janitor cyborg shell, bringing a patient into medical past department staff, just to try and patch them up yourself is not a good reason and will get you quickly labelled and disliked by most crew members for stealing their job when it isn't what you were designed for.


= RULES FOR CHAOS ROUNDS =
The best use of all access is with communication and permission. While the same janitor cyborg shell doesn't need to ask about coming in and cleaning a tile of filth in triage, a simple "May I enter for cleaning duties?" to the doctor sitting at the desk is polite, respectful and indicates that you care about the crew.
'''These rules are specific to chaos rounds in which antags can naturally spawn during, and may override the rules mentioned above for some cases, yet they are not to be fully ignored, and apply to any extended rounds.'''


Also see our [[Antagonist Guidelines]] for more information.
===== When to let yourself in? =====
Ideally, this should only be done for the most and least impactful circumstances, such as a paramedic and security member waiting to rescue a xenobiologist who is dead, as they already had a de-facto reason to go through the door, so long as doing so isn't exposing the station to greater harm, likewise, picking up a cigarette from an empty engineering equipment room does not need the whole song and dance. Getting to chargers or cyborg storage on the other side of atmospherics doesn't need a query made to the chief engineer.


During chaos rounds, you as an antag, are expected to follow these rules:
'''Use your access respectfully and responsibly'''.


*Do not cause large destruction or harm to the entry or exit of station as a whole (The arrivals and departures), until at least after the first shuttle call vote, unless supervised by an admin. Make admins aware of what you plan to do before doing it if you want to make sure.
<p>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.</p>
*Infinidorms are protected, and are always such. Anywhere the orb resides is to be avoided as an antagonist.
*The main hallway is protected specifically from blocking events to avoid issues in it. If your destruction of it cannot be avoided, attempt to minimize damage.
*Avoid causing unnecessary damage to the station, if you need to blow your way into the vault then we suggest you do so from the space end of it. Not blowing a massive hole in the hallway.
*If any of your objectives clash with the standards previously mentioned, ask admins to change your objective or solve the issue in some other way.


Due to the nature of these rounds, those outside of designated safe areas may be subject to antag events / consequences - even if antag victim toggle is disabled.  If you want to be fully safe from the chaos, stay within the Infinidorms or Interlink areas.
'''The only exception is 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.'''

Latest revision as of 15:26, 10 September 2025

Command standards

Chain of command

Captain Head of Personnel Head of Security Chief Engineer Chief Medical Officer Research Director Quartermaster Clown

When deciding on who gets to become the Acting Captain (otherwise known as the AC), refer to the list above going from left to right. If there is no Captain, then the AC is the highest authority on the station, however, it is lost when a Captain joins the round. All department heads are equal and only have authority within their own department, aside from the Captain/AC. As such, if you must go above any given department head, you must speak directly with the Captain/AC. In emergencies this may change, as the department head that is most relevant to the emergency should be listened to above all except by the Captain/AC.

Note: The Nanotrasen Representative and Blueshield are not apart of the chain of command. They are employed by Central Command and are not apart of the command structure and thus cannot become the AC.

Duties

As a member of command, you are expected to fulfill your roles duties. Do not leave the station Z-level without a valid reason, if you are planning to leave the Z-level to ERP clock out before-hand.

This is especially true during emergencies, where you would be expected to drop ERP in favor of handling the situation. With that said, you are of course allowed to ERP outside of emergencies, regardless of what role is chosen. If someone is demanding your attention, it does not mean you need to handle it yourself if there are people around for you to delegate tasks onto, unless there is no-one else around who can do what is being asked. This typically applies to menial requests, such as being asked to open the vault as Captain, or personally arresting someone as the Head of Security, etc...

Delegating tasks

Department heads and especially the Captain exist to supervise, teach and otherwise manage their department.

You should be delegating menial task to members of your department, rather than handling such matters yourself. Department heads should not be doing basic tasks within their department if the required staff to complete such things exist, if the staff do not know how to how to complete the task, it is your duty to teach them as you should be competent in your department when playing as a department head.

The Head of Personnel can assign jobs onto willing crew as a form of delegation. In these cases the HoP must make an effort to contact the relevant department head before assigning them, if there is no department head, then it would fall onto the Captain/AC for approval.

Note: Bridge assistants are exempt from command standards.

Escalation

As a member of command, you have a great deal of authority over other, however your powers are not absolute, nor should they be applied to every situation.

If you give an order to someone, but they wish to ask for a second opinion, you cannot stop them from contacting the next higher-up. If you are a department head, that means letting them consult the Captain; for the Captain, this means letting them contact Central Command.

This only applies to decisions made by department heads, not space law. If a prisoner demands to speak to the Captain, HoS or any other entity before being processed, you may ignore them until after you have completed the arrest and brig procedures.

You should not allow people to skip the chain of command, when relevant, if they have a specific issue with a department, have them speak to that department head before talking to the Captain.

Security standards

Warden

Ensure that the permabrig is secure and safe enough to contain prisoners.

When needed, visit and authorize visitations for prisoners.

Keep the armory locked down and manage the stock, distributing weapons within reason at Amber alert or higher.

Contain evidence and issue reasonable brig times in accordance with space law and severity.

Do not go out of your way to patrol or make arrests. If you leave the brig for any reason, ensure that you don't stay out long.

Wardens are not above the Head of Security and can only boss security officers if there is a lack of a HoS.

Security officer

Get shitfaced on Quadruple-Sec. /j

Go out on patrol throughout the station.

Be aware of your surroundings and listen to your headset.

Ensure that you report to your Head of Security/warden when called.

Have some experience being robust in-game.

Avoid the use of unnecessary force, stamina damage heals easier than brute.

Don't try provoking people, demanding taxes or dictate permabrig sentences.

Be sure to check in on your prisoners regularly, with or without the warden, they are people too.

Clock out if you intend to go ERP on Blue alert or higher.

The maximum amount of time an officer can set a suspect's timer for is 15 minutes. Longer sentences, if necessary, should be set by the HoS or warden and served in the permabrig (essentially a gen-pop sentencing). Security personnel are also required to only uphold space law on their station specifically, that means no pursuing criminals off the station Z-level, like gateway or different space Z-levels. The farthest an officer is allowed to pursue are the neighboring asteroids. If the lava planet 'Indecipheres' and the ice moon 'Freyja' are not visible in the background, you've gone too far into space. The lavaland outpost interior is also part of the station. Pursuit should not go far from the station or outpost unless an extremely critical item was stolen from the station.

Blueshield

Protect the Captain and command to the best of your ability.

You are not a security member, and thus cannot make arrests unless it is absolutely necessary to protect command.

If you need someone arrested, you will have to call for security for help.

Blueshields cannot be granted All-Access (AA) or the spare, same as any other non-command role.

For those committing crimes or approved antagonists- this is not an invitation to flee to off z-level, as going there would be considered in-character (IC) as a death sentence, fleeing to these locations should be for antagonists exclusively.

In relation to official pardons, they can be requested from Central Command. To provide a defined line, crimes can also be overlooked if the victim agrees to not press charges. The victim cannot agree to lessened charges than what was committed.

See our page for space law.

Silicon standards

Cyborgs/AI's are undervalued but often abused, you could be saving a couple dozen people, then subverted a moment later, get blown up because of a misunderstanding or lack of communication. This is why being a cyborg is a tough job, but there are perks.

There are players behind each cyborg/AI, killing them without a good reason will be treated the same as murdering a crew member, the lockdown function exists for a reason and you are able to use the IntelliCard on AI's, use it when you are unsure of things or there is no valid reason to kill them.

Playing as a cyborg and AI.

Non-human communication

Cyborgs and AI's have access to the binary channel, which can be accessed using :b. This is a private channel which can be used to talk between other cyborgs, androids and AI's, this channel does not get affected by events and will always be accessible. Anything said within the channel isn't recorded by telecommunications, so it's great for plotting or coordinating support.

Unlike AI's who have access to all station communication channels, cyborgs are normally limited to the department-specific radio that their shells module is apart of (such as engineering for engineering cyborgs).

Silicon laws, the rules and you.

When playing as a silicon, the most important thing to remember is the rules hierarchy: In-game rules, player preferences and finally silicon laws. Using the excuse "My laws made me do it though." has never been and will never be an acceptable exception to breaking the in-game rules or someone else's preferences. This does include your own preferences and duties, if you are playing as a non-security cyborg and get the robo-cop lawset, feel free to open an AHelp in-game (Shortcut: F1) for resolution, though if you are able to roleplay around the given lawset in a way that does not break the in-game rules or someone's preferences, then that is highly encouraged and accepted.

While there is not any hard or limiting ways of understanding and acting out your given laws, as they are written with a lot of freedom with the intent to give enough wiggle room to enhance creativity and roleplay rather than detracting from it, there are a couple guidelines to keep in mind:

Do I know my laws are wrong?

Generally, no. If you get an ion law at some point during the round, you should try and act as if it has always been there as much as possible. If there are multiple cyborgs on-station and a fun law gets passed through an AI to them, they likely want the chance to act on this rarely-seen silliness, if one of them go about announcing "Oh, we got an ion law, please reset us." that just shuts down any chance immediately. That said, certain character archetypes and certain laws might see you reporting to robotics quietly to ask for a diagnostic, saying something along the lines of "I feel like something's wrong, I'm not sure exactly what." or even "I was assigned to kill the captain, but the more I think about it, the more I fee like I should consult with you first.", if you are ever uncomfortable with a lawset, it is better to find a way around it rather than ruining it for anyone else, although if you are really uncomfortable, you can AHelp in-game about it.

Law 2, the controversial cousin.

An important distinction that often needs to be emphasized on SPLURT, is that nowhere in the lawset is there a compulsion to obey a direct order, this intentional omission acts as a buffer between you griefing or getting harassed. The meaning is clear: You are there to serve a function, with deference to rank and role.

If a department head orders you to perform a task related to your function, there are almost no circumstances where you should disobey, conversely, if assistant John Nanotrasen directly orders you to stop that brain surgery and come open a door they do not have access to, there is almost no circumstances where you should obey, everything in between is context sensitive. Law 2 is a hardwired compulsion to do your job, not a free pass for every greytider to play Simon Says with you.

Crew members have authority over their own departments with heads over the individuals within those departments. 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. In essence you have the expectation to act like a crew member and a reinforced responsibility to work like one.

All access, is not permission.

A controversial ability of cyborgs and AI's is their ability to have all access to everything, this does not mean you have permission to do everything though. If you are a janitor cyborg shell, bringing a patient into medical past department staff, just to try and patch them up yourself is not a good reason and will get you quickly labelled and disliked by most crew members for stealing their job when it isn't what you were designed for.

The best use of all access is with communication and permission. While the same janitor cyborg shell doesn't need to ask about coming in and cleaning a tile of filth in triage, a simple "May I enter for cleaning duties?" to the doctor sitting at the desk is polite, respectful and indicates that you care about the crew.

When to let yourself in?

Ideally, this should only be done for the most and least impactful circumstances, such as a paramedic and security member waiting to rescue a xenobiologist who is dead, as they already had a de-facto reason to go through the door, so long as doing so isn't exposing the station to greater harm, likewise, picking up a cigarette from an empty engineering equipment room does not need the whole song and dance. Getting to chargers or cyborg storage on the other side of atmospherics doesn't need a query made to the chief engineer.

Use your access respectfully and responsibly.

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.

The only exception is 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.