Standards

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SPLURT STANDARDS

COMMAND STANDARDS

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


You can refer to this list when deciding active captaincy. 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.

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.

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.

Duty

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.

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.

Delegation

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.

In the HoP's case, assigning jobs to someone can be seen as a form of delegation. In these cases, the HoP must 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 optionally with stamped or signed paperwork to allow them access or jobs in that department.

Escalation

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.

Secondly, this standard also means you should not allow people to skip the chain of command, when relevant.

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

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 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.

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 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.

    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.

Blueshield

  • Protect the Captain and command staff to the best of your ability.
  • You are NOT a security member, and thus cannot make arrests unless it is absolutely necessary to protect your heads of staff.
  • 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.

Also see our page on Space Law.

ALERT PROCEDURES

Green alert

  • Low risk operations.
  • 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)

Violet alert

  • There is a medical emergency on-going.
  • 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.

Orange alert

  • An engineering-related emergency has arisen on the station.
  • 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.

Blue alert

  • A call for potential concern, where personnel are to be vigilant for any signs of threat
  • Functionally no different from green alert.
  • Durands are authorized for security personnel should they deem it absolutely necessary.

Amber alert

  • A situation for security personnel and medical personnel to be on-hand and actively handling situations.
  • 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.

Red alert

  • A major situation where the crew are expected to break out arms if able.
  • 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.

Delta Alert

  • 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.
  • 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

When playing a Silicon you are overall seen as a member of the crew, and will generally be treated as such.

Laws

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!

If you receive a law that cannot be followed for these reasons, AHelp immediately 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.

Modules

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.

Consequences

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!

RULES FOR CHAOS ROUNDS

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.

During chaos rounds, you as an antag, are expected to follow these rules:

  • 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.
  • 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.