S.P.L.U.R.T. Station is a hybrid server for erotic roleplay and mechanical gameplay, and due to this, we have fairly diverse rules when it comes to behaving on our server. The Standard Operating Procedures are In-Character rules that should be used for handling poor conduct in-character, such as a Security Officer who keeps punching the cuffed inmates.
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. Oversights or mistakes in the SoP, or even just suggestions should be forwarded to the staff team.
OOC: When is a Standard Operating Procedure violation an OOC issue?
Standard Operating Procedure (SoP) violations are primarily an in-character issue. Situations where they become OOC issues usually involve the violation of server rules 1 or 2, where a player has created a large impact on one or multiple other players; or where a player is violating the Standard Operating Procedures in a manner that constitutes metagrudging.
Another situation where violation of the Standard Operating Procedures may be considered an OOC issue is if a player has a persistent history of violating the Standard Operating Procedures in a manner that creates an unenjoyable environment for other players.
You may choose to AdminHelp Standard Operating Procedure violations if you believe that a player is violating the Standard Operating Procedures under the above circumstances; however, your ticket may be deemed an in-character issue if the player is violating the Standard Operating Procedures in any other manner.
0.1 - The Chain of Succession
Captain -> Head of Personnel -> Research Director -> Chief Medical Officer -> Chief Engineer -> Quartermaster -> Head of Security -> Blueshield -> Nanotrasen Consultant
This is the order that members of command have precedence, but this does not necessarily imply they may issue one another orders. Command members only have direct purview over their department, and they may control access to their department to any member of command excluding the Captain. Members of security, including the Head of Security, must have probable cause.
See 2.2 and 2.3 for the Chain of Command and Chain of Succession in more detail.
0.2 - Clocking Out
Crewmembers should clock out from their position if they expect that they may be incapacitated for a long period of time (>20 minutes), however this is not a strict requirement. Engaging in private activities with another crewmember is a good example of this.
If a crewmember fills the only available position for their role (such as bartender), they are required to clock out from their position if they expect that they may be incapacitated for a long period of time. Alternatively, if a crewmember is the only current member of a role (such as being the only doctor), they are required to either clock out or remain clocked-in and active to perform their duties. Failure to do so constitutes criminal negligence if the need for their services arise.
Members of security and command are required to clock out if they expect that they will be indisposed for a long period of time (>20 minutes), regardless of circumstance; and especially if it is to engage in private activities with another crewmember.
If an individual clocks out from their role, it is expected that they vacate restricted areas, as they are now considered an assistant.
Members of security or command that have clocked out should not expect their role to be reinstated should Central Command issue another member of command or security in their place. Members of command and security should also relinquish all restricted equipment to their locker or any designated area before clocking out. It is considered contraband, and is grounds for permanent demotion from your original role should you continue to possess restricted equipment while clocked out.
However, members of Command are permitted to retain their headsets (or other applicable communication devices) and the Captain's spare ID safe code biscuit (if possessed prior) as a contingency measure. If the Captain's spare ID safe code biscuit is able to be handed to another member of command, this should be done instead.
The Captain is forbidden from clocking out without permission from Central Command, and there must be another member of command if they wish to do so. The Acting Captain is exempt from this stipulation.
0.3 - Alert procedures
Green
This is the default alert level. There is no suspected threat - nothing is going on. Crew are allowed to engage in all lawful activities and security can only arm themselves with issued gear, and may not possess lethal weaponry excluding gear issued at shift-start (such as the Murphy, or detective's revolver). Searches require a warrant or probable cause of a major (3XX) or above crime having been committed.
Central Command has authorized the use of industrial (Ripley and Clarke), medical (Odysseus) and basic security (Paddy) mech designs by designated departments.
Security alert procedure
ID check
Bag search
Frisk
Lethal-on-sight
Kill-to-arrest
Department search
Telecommunication check
Surgery search
Armoury access
Combat implants
Evidence
Evidence
Evidence
No
No
No
No
No
No
No
Blue
There is a credible suspected threat of any kind toward the crew or the station, and crew are asked to stay vigilant and keep an eye out for anyone acting suspicious. If they see something potentially illegal, they should report it to the nearest security officer. Searches require probable cause.
Security officers may employ the use of non-standard sidearms on this alert, such as the miniature energy gun (pistol) and the Gwiadzo plasma pistol, if issued by the Warden or Head of Security. The thermal pistols are lethal armory equipment and may not be used.
Central Command has authorized the limited use of combat (Durand) mech designs by security and command departments if the situation requires it.
Security alert procedure
ID check
Bag search
Frisk
Lethal-on-sight
Kill-to-arrest
Department search
Telecommunication check
Surgery search
Armoury access
Combat implants
Yes
Yes
Evidence
No
No
Evidence
Evidence
Evidence
Non-lethal
No
Amber
There is a confirmed threat to the crew or station, security and medical personnel are to be active and ready to attend to violent situations. Crew member rights to privacy are temporarily forfeit for the duration of the alert whilst security handle the threat; this means that random searches are permitted.
Central Command has authorized the use of standard combat (Gygax and Durand) mech designs by security and command departments.
Security alert procedure
ID check
Bag search
Frisk
Lethal-on-sight
Kill-to-arrest
Department search
Telecommunication check
Surgery search
Armoury access
Combat implants
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Security-only
Violet
A threat to crew health has been discovered, medical personnel are authorized to issue orders to non-medical crew, security may get involved if it is discovered that crew are intentionally spreading the threat or refusing treatment. It is advised that crew wear internals along with other PPE equipment to minimize exposure.
Security alert procedure
ID check
Bag search
Frisk
Lethal-on-sight
Kill-to-arrest
Department search
Telecommunication check
Surgery search
Armoury access
Combat implants
Yes
Evidence
Evidence
No
Yes
No
Yes
Evidence
Biohazard
No
Orange
The stations structural integrity is at risk, engineering personnel are authorized to issue engineering or health related orders to non-engineer crew, security may get involved if it is discovered that crew are intentionally destroying the station. It is advised that crew avoid affected areas until engineers deem them safe.
Security alert procedure
ID check
Bag search
Frisk
Lethal-on-sight
Kill-to-arrest
Department search
Telecommunication check
Surgery search
Armoury access
Combat implants
Yes
Evidence
Evidence
No
Yes
Evidence
Yes
No
Riot
No
Red
The station is now in severe danger and could face potential destruction, crew members are expected to arm themselves and follow security and command orders as security attempt to neutralize the threat. Space law may be ignored in order to fight the threat, and crew failing to comply with security or fighting against security may be subject to field executions. Field executions are not regular executions, and to keep a player dead (round-removed) as per a regular execution, you still require permission from Central Command.
Central Command has granted authorization to all mech designs, including advanced combat (Savannah-Ivanov and Phazon) mech designs for security, command and anyone else who is fighting the threat.
Security alert procedure
ID check
Bag search
Frisk
Lethal-on-sight
Kill-to-arrest
Department search
Telecommunication check
Surgery search
Armoury access
Combat implants
Special
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Space Law Reduced
Delta
Either Central Command or station command has deemed the station lost and an evacuation is to be ordered if not already, the on-site nuclear warhead should be armed if the situation calls for it along with the shuttle to be launched early if under threat. Security are to work with keeping evacuations lounge secure whilst crew evacuate, anyone going against this effort is to be field executed.
Central Command has lifted all restrictions to crew in order to help with evacuations.
Security alert procedure
ID check
Bag search
Frisk
Lethal-on-sight
Kill-to-arrest
Department search
Telecommunication check
Surgery search
Armoury access
Combat implants
Special
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Martial Law
Epsilon
Crew contracts have been nullified by Nanotrasen lawyers as the station has proven themselves to a threat to the integrity of the company or unfit to continue serving. Central Command personnel on-board are to be evacuated, such as the Nanotrasen representative and the blueshield. Other personnel should begin collecting their belongings and awaiting the human resource departments arrival to the station at the arrival lounge so de-briefing can begin.
Security alert procedure
ID check
Bag search
Frisk
Lethal-on-sight
Kill-to-arrest
Department search
Telecommunication check
Surgery search
Armoury access
Combat implants
Special
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Martial Law
Gamma
Something has gone wrong, Nanotrasen themselves have placed the station under this alert level and cannot stop what is to come, there is nothing anyone can do anymore about this, judgement time is upon the station, crew can attempt to hide, but it is of no use, it will only delay the inevitable.
Security alert procedure
ID check
Bag search
Frisk
Lethal-on-sight
Kill-to-arrest
Department search
Telecommunication check
Surgery search
Armoury access
Combat implants
Special
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Martial Law
Security Policy
Welcome to security. Below you will find your rules of engagement, arrest procedures, weapon permit standards, the chain of succession, contraband standards, and execution procedures. Please be sure to also refer to the alert guidelines in 0.3.
As a member of security, you will be expected to uphold and follow space law, employ proper threat response, and keep peace aboard the station.
1.1 - Rules of Engagement
Security is required to try to talk to the perpetuator about their crimes and ask for them to come quietly before attempting a non-lethal takedown. Charges always need to be read to perpetuators, as soon as is reasonably possible.
The above does not apply if the suspect:
is armed and is an immediate threat to you or others,
Is accused and reasonably suspected of committing a capital crime, (but you must escalate properly)
Has already resisted arrest,
Commits a crime in the presence of an officer.
Secondly, Security must use non-lethal means where possible and reasonable, except for in exceptional circumstances, chiefly:
Red Alert;
Large groups/mobs, where less-than-lethal anti-riot technology should be employed;
Armory: Anyone breaking into, out of, stealing from, or having stolen from it;
Your life is in immediate danger, or will be if you fail to secure the threat immediately (necessitating lethals);
Non-lethals/containment ineffective. This is less applicable if they are cooperating.
Your job is to Protect the Crew and Preserve Order. You should not play Security to kill people. Security is allowed, and in many cases, encouraged to deviate from Space Law in a positive way. However, you MUST have a defensible reason to do so, at the risk of a job-ban should your reasoning not hold up.
Security is encouraged to deputize and arm the crew if most of their department is dead, or in a Red alert scenario.
1.2 - Arrest Procedures
In order to ensure arrests are documented properly and conducted safely, officers should follow the following steps:
When a criminal is brought to the brig, they may already have their records set. If not, the arresting officer, Warden, or Head of Security should ensure that the criminal has all applicable highest-degree charges applied to their record.
Avoid adding redundant, lower charges to records, unless they are of a different classification or pertinent to be considered. For example, it is redundant to apply both Major Theft (310) and Theft (210), and only Major Theft (310) should be applied; but it would not be redundant to apply both Manslaughter (302) and Breaking & Entering (212).
If a criminal has committed a Grand (4XX) or Capital (5XX) crime, consider whether they should be placed into permabrig. While they are permabrig eligible, it should be important to consider the circumstances around the crime(s) committed, and potentially offer them a temporary cell instead.
When placing a prisoner in a temporary cell, you should first ensure that they are handcuffed. Consider whether the criminal is likely to be aggressive or attempt to escape; if they are, consider placing them on the bed inside the cell while cuffed. You should also start the timer at the applicable time for their crime before proceeding to the next step.
While the criminal is secure, you should then strip them of all items excluding their jumpsuit, radio headset, and ID card. You should strip their ID card only should they have access to open the jail cell door.
Search the criminal's possessions for contraband before placing all items into the secure locker, and locking it. Contraband should be handled as per the contraband procedures outlined in 1.5. The locker will automatically unlock when the cell's timer finishes.
You should always attempt to remove the prisoner's cuffs, but they are permitted to remain on a prisoner if they consistently attempt to force their way out of their cell the moment they are uncuffed.
You should ensure that you remember to let the criminal out of security when their timer expires and they are released from their cell.
If a criminal must be permabrigged, officers should follow the following steps:
Bring the criminal to the processing area within security.
Strip the criminal of all possessions, including their jumpsuit.
Place the criminal's possessions in any free permabrig locker; this is a grey, lockable locker in the processing area, and it contains new clothes for the criminal.
Dress the criminal in the prison shoes and their choice of a prison jumpsuit or jumpskirt, found in the locker.
Issue the prisoner one of the numbered prisoner ID cards, found in a labelled box in the processing area. Their original ID card should be placed inside the locker with all of their other items.
Only if the prisoner is paroled should any items inside their locker be returned. If any items are considered contraband, however, they should instead be placed in the appropriate contraband locker.
Ensure to bring the prisoner a new PDA from the Head of Personnel, and a new radio headset (without any encryption keys) within a reasonable timeframe.
1.3 - Departmental Guards
Departmental guards are members of a specific department that act as a bridge between security and members of that department. While they are not security officers, they do have expanded permissions and access.
Departmental guards may have access to security (as per their ID cards). Depending on the alert, departmental guards are permitted different equipment. This follows the alert procedures outlines below, where departmental guards are treated as members of security only for the purpose of weapons and armor possession.
Departmental guards may not place a crewmember in jail (perma or temporary), but may perform an arrest. If a departmental guard arrests someone, they must take them to a member of security or the security department, where a member of security will process them accordingly. Departmental guards cannot set jail timers.
On Amber or above, departmental guards are the prime candidate for being deputized by security, and Nanotrasen encourages this action. While the Head of Security (not Warden) can deputize on any alert, Nanotrasen recommends Amber and departmental guards as a good "who" and "when". When deputized, departmental guards become fully-fledged members of security, and are treated as security officers.
Due to their permissions, departmental guards are subject to ComSec crimes, and can be demoting for violating them.
1.4 - Further Alert Procedures
For the quick-ref alert procedures containing basic info and shorthands, see 0.3.
Members of security have different expectations depending on the current station's alert, and these expectations may vary depending on the threat. Nanotrasen has guidelines, however, on equipment authorized, levels of privacy, and expected levels of force for each alert level.
When an alert lowers: Security should return equipment (weapons, armor, etc.) to the appropriate place (their locker, in the case of personal sidearms, or the armory for other items). Failing to do so may constitute Incompetence (C00).
Green: The station's default, lowest level of security with the highest crewmember rights. Privacy laws are fully enforced and security is expected to use the minimum possible force.
Security members, excluding the Head of Security but including the Warden, may not carry any lethal weaponry, or any non-lethal longarm weaponry; nor can they be issued such. The Warden may possess lethal weaponry only inside of the station's security department, chiefly the Brig. This rule does not apply to weapons issued to members of security at the beginning of a shift, such as the Murphy pistol or Detective's revolver.
Crewmembers cannot be searched without a warrant issued by the Head of Personnel, or there is evidence of a major (3XX) or above crime having been committed. Hunches are not evidence.
Security members are permitted to obtain, hold, and employ (if necessary) alternative non-armory sidearms if they have a non-lethal option or ammunition available, such as the miniature energy gun, some pistols, etc. A long-arm is not a sidearm, and possessing a long-arm outside of the appropriate alert can constitute Incompetence (C00). Armory-grade impermissible sidearms are the thermal pistols and sawn-off shotguns (any). Knives, excluding any and all swords, are not counted as sidearms, and may be possessed regardless of alert.
Security members are forbidden from using lethal force except where failing to do so would lead to the death of another crew member.
Blue: A fairly common alert - there is suspected hostile activity aboard the station, but the threat is not confirmed, or the nature of the threat has not yet been identified. Privacy laws are still enforced, but are slightly diminished. Security is still expected to use minimum force.
Security members, excluding the Head of Security and the Warden, may not carry any lethal weaponry, but may be issued (by the Head of Security or Warden) weapons that can chamber non-lethal ammunition, or have non-lethal modes, such as the Renostar shotgun (beanbag and rubber shells), and the SMART rifle (stun rails); or the Allstar AC-2 energy gun/advanced energy gun. Longarm rifles, even if they may chamber rubber rounds, should still not be issued.
Crewmembers cannot be searched without a warrant issued by the Head of Personnel, or there is at least tenuous evidence of a major (3XX) or above crime having been committed. Hunches are not evidence.
If necessary, security may wear riot gear, or utilize riot equipment. Riot armor, helmets, shields, and pepperspray weaponry are all classified as riot gear. DRAGnet may utilized, and is not classified as a longarm. The riot woodstock shotguns may only be used with non- or less-than-lethal ammunition, and only where absolutely necessary.
Security members may possess further non-standard sidearms, such as swords and the thermal pistols. Sawn-off shotguns do not count, and are restricted to amber or above.
Security members may employ lethal force where necessary, but should still employ primarily less-than-lethal and non-lethal force instead.
Violet: There is a medical emergency, such a level-6 biohazard (mold) or a level-7 biohazard (virus) on the station, that poses a serious threat to the health of the crew. Members of the medical department may issue orders pertaining to the health of the crew to other crew, including members of security.
Security members should ensure that they are helping medical however possible. Usually, this includes enforcing the wearing of masks or dealing with a mold outbreak.
Security members must obey orders made by members of medical, regardless of rank, unless such orders are unlawful or irrelevant to the emergency at hand. This means that you can be ordered out of the medbay, but cannot be ordered to get coffee for a doctor.
If there is combative emergency, such as a level-6 biohazard (mold), or there are one or more confirmed, serious threats (see Amber procedures) at the same time, security is authorized, with the permission of the Warden, Head of Security, or the Captain, to follow the Amber guidelines and possess all permitted equipment granted when on Amber.
Orange: There is an engineering emergency that threatens the station's integrity or the wellbeing of the crew. Typically, this involves meteors or station-destroying hostile agents.
Security members should ensure that they are helping engineering however possible. Usually, this includes keeping crewmembers out of unsafe areas and preventing trespassing where usual barriers (walls, doors) are destroyed.
Security members must obey orders made by members of engineering, regardless of rank, unless such orders are unlawful or irrelevant to the emergency at hand. This means that you can be ordered out of an emergent area, but cannot be ordered to get coffee for an engineer.
If there is combative emergency, such as a level-5 biohazard (blob), or there are one or more confirmed, serious threats (see Amber procedures) at the same time, security is authorized, with the permission of the Warden, Head of Security, or the Captain, to follow the Amber guidelines and possess all permitted equipment granted when on Amber.
Amber: There is one or more confirmed, serious threats to the station or its crew. Privacy laws are diminished and security may now possess and brandish all armory equipment, including weapons and armor.
All security members, including correction officers, may equip themselves with lethal long-arms and armory-grade sidearms. These should typically be issued by either the Warden or Head of Security, but the armory emergency access (blast door) may be opened instead if necessary.
All security members, including correction officers, may equip themselves with armory-grade armor. Security members should consider the present threats before deciding what kind of armor to equip themselves with. Armor should typically be issued by either the Warden or Head of Security, but the armory emergency access (blast door) may be opened instead if necessary.
Security members no longer require a warrant to search crewmembers, but should have suspicion of any crime (1XX+) having been committed.
Security members should still prefer to use minimum force, but may employ lethal forth where necessary.
Red: The station or its crew is at risk of destruction, and space law is diminished.
Security and Command are authorized to perform field executions where a major (3XX) or above crime has been committed. Security may not perform a field execution for a crew member disobeying orders, unless said orders could lead to the death of another crew member.
All crew are authorized access to armory-grade armor and weaponry to help contain the threat, unless otherwise specified by the Captain. This does not necessitate opening Security's armory to crew, but it is recommended to do so unless Cargo is assisting in arming and armoring of crew.
Privacy laws are dissolved, and random searches may be performed at any time by any member of security.
Departmental guards are deputized as security officers for the duration of red alert and may issue other crew orders.
When lowering from red alert, crew should not be imprisoned for contraband possessed unless they resist attempts to confiscate the contraband.
Security may, if necessary, employ the use of contraband weaponry. Contraband explosives may only be used on stationwide biological threats, such as a level-5 biohazard (blob).
Security should deploy lethal force where necessary to maintain order and lower the security level/deal with the current threat posed.
Delta: The station's destruction is imminent, and in most cases, the station's on-site nuclear warhead has been activated. Martial Law is in effect.
Security members may perform field executions for wilful disobedience of orders, or for any crime committed (1XX+).
Security should focus on getting crew into the emergency shuttle or emergency pods
Space law is now dissolved, and martial law is in effect. The words of members of security and members of command are law.
Epsilon: All contracts have been terminated. Do not resist.
1.5 - Weapon Permits
Weapon permits are permits granted to Security and Command members shift-start, and that give the wearer permission to carry lethal weapons, and wear standard security-grade armor. Regular crewmembers who are not command or security can acquire weapon permits, but this comes with a caveat that there may be limitations imposed upon the permitted weapons by the issuing party (such as on weapons that may be owned).
Weapon permit access will stop Officer Beepsky from attacking crew in the hallway for having a weapon, and will show up on security HUDs and permit HUDs, particularly at the Cargo console, which checks for a permit before letting you purchase a weapon. Officers should keep this in mind.
Weapons that do not clearly present their lethality are always considered lethal. The assumption should be that if a weapon is capable of firing lethally, it will be used lethally.
In order to acquire a weapon permit, you can ask the Captain, Head of Security, or Head of Personnel. Reasonably, the Head of Personnel will consult with the Head of Security or Captain before giving a weapon permit to a crewmember.
The Captain or Head of Security should set the price, if any, of a weapon permit. The standard price is 300 credits, but Nanotrasen allows station to set any price they wish. Any weapon permit sales should go to the station's defense budget account, not the Head of Personnel's pocketbook. Doing so is considered embezzlement of defense funds. Additionally, the price of a weapon permit should not be set individually, and should be the same price for every person. Offering discounts or raising the price for specific individuals can constitute Abusing Authority (C02).
A crew member with a weapon permit has been allowed and permitted to carry a lethal weapon and wear basic security-level armor, but this does not always last; the Head of Security, Captain, or Head of Personnel can revoke your weapon permit at any time for any lawful reason.
A weapon permit is automatically rendered invalid when an individual commits a Grand (4XX) crime or above (including ComSec/CXX crimes), and their permit should be removed, alongside their weapons confiscated.
1.6 - The Chain of Succession
Captain -> Head of Personnel -> Research Director -> Chief Medical Officer -> Chief Engineer -> Quartermaster -> Head of Security -> Blueshield -> Nanotrasen Consultant
This is the order that members of command have precedence, but this does not necessarily imply they may issue one another orders. Command members only have direct purview over their department, and they may control access to their department to any member of command excluding the Captain. Members of security, including the Head of Security, must have probable cause.
See 2.2 and 2.3 for the Chain of Command and Chain of Succession in more detail.
1.7 - Contraband and You
Contraband is controversial. The crew want to get their hands on every goodie they can, even if the goodies in question are illegal. If a member of security finds contraband, they should:
Apply the appropriate level of crime and punishment to the individual possessing the contraband;
Confiscate the contraband, preferably using an evidence bag;
and Place the contraband into either:
The regular, lockless contraband lockers if the confiscated article is considered moderate contraband or lower;
Or the secure contraband in either the armory or contraband room if the confiscated article is major contraband or higher.
Crewmembers will sometimes possess items that appear to be contraband but are not. It is important to be thorough: check armor rating, branding, and other possessed items, before confiscating an item.
Contraband is authorized to be given to Research & Development as long as it can contribute to technological advancement. Both the Head of Security and the Research Director must agree and be aware that this is happening, and must know which items or articles are being handed to Research & Development before items or articles are handed off.
Some contraband may be sourced from either space or the gateway. This is still considered contraband, and must be confiscated or given to R&D as outlined above.
In cases of emergency, certain contraband can be utilized by members of security in order to stabilize the situation. This is typically restricted to weapons, but explosives may be used in some circumstances There are two scenarios where the use of contraband by security is permitted:
In the heat of the moment, where a suspect has dropped their weapon (not explosive)
On Red Alert, where security lacks the appropriate firepower to deal with active threats without employing the use of contraband.
Contraband explosives may only be used on large-scale biological threats, such as a Level-5 Biohazard (Blob).
Officers found possessing and/or employing contraband outside of the specified above conditions should be charged with both Incompetence (C00) and Criminal Negligence (202), alongside any other applicable charges.
1.8 - Executions
This should be the last resort where possible. Unnecessary executions are punished under 513 in Space Law. Killing other players unnecessarily, especially if you are wrong, will result in you being banned from playing Security.
In situations where Capital Crimes are committed, and other methods of discipline are inappropriate or ineffective, an execution may be deemed necessary. Executions are only for crew and foreign agents. In order to carry out an execution:
All executions require authorization from Central Command, and a fax or message should be sent for deliberation. If you do not receive a response, you cannot perform an execution. If your request is denied, consider consensual borgification, pacification, or exile.
The Head of Security and Captain must be notified in order to veto a potential execution. If these roles are unavailable, the task falls to the Warden, then finally, a group vote by the Security team.
The criminal should receive a trial in order to seek clemency where possible and reasonable.
The criminal must be permitted to request a type of execution and other accommodations, such as access to a Chaplain.
It will then be carried out by the Head of Security, or Warden personally. If both are incapacitated, the task falls to the foremost available surrogate.
1.9 - Pacification
Pacification is a surgical procedure that renders an individual largely incapable of directly harming another living being. This is especially useful for violent prisoners.
Pacification is only allowed to be used in the following circumstances:
A permabrig prisoner has repeatedly attacked members of security, other prisoners, etc., such that the attacked person was put in critical condition;
A permabrig prisoner escaped permabrig through the use of force, and not non-violent means (such a stealth escape);
An individual is equipped with martial arts (such as sleeping carp) and is to be permabrigged;
As a precaution, a prisoner to be executed who is a likely flight risk and has shown violent tendencies may be pacified;
or You are paroling a former permabrig prisoner who has committed a violent crime (murder, manslaughter, assault).
You may not pacify a non-permabrig prisoner. You also may not pacify a permabrig prisoner who has not shown violent behavior whilst inside permabrig. Aggression and violence during their arrest may not contribute toward a decision to pacify.
Command Policy
2.1 - General Expectations
As command staff, generally your job is to oversee the people working under you and ensure they are following the law and Standard Operating Procedure. They maintain authority over all other staff regarding their department and workplace, even the Captain.
Command Staff are role models and are generally promoted for a reason, and are mainly expected to direct staff and provide guidance, as well as ensure corporate regulations are adhered to. They should defer to their underlings in cases where it is not necessary for them to act, even if it may slow down the speed of work.
Command Staff are also generally expected to take part in communications with the rest of the station, and direct projects as needed for the general well-being of the crew.
In an ideal circumstance, Heads of Staff would need to do no work at all, however this is far from an ideal station. However, they should still know the majority of the jobs in the department they are serving. If the RD knows nothing about techwebs, then there's certainly cause for concern.
Generally, use common sense: You are a MANAGER, not a worker, and should only step in when your help is needed, and not to replace someone who's making a reasonable effort to do their job. To this end, Command staff should not leave the Station unless it is an emergency, this includes going to the Interlink. Clock out first.
2.2 - The Chain of Succession
Captain -> Head of Personnel -> Research Director -> Chief Medical Officer -> Chief Engineer -> Quartermaster -> Head of Security -> Blueshield -> Nanotrasen Consultant
This is the order that members of command have precedence, but this does not necessarily imply they may issue one another orders. Command members only have direct purview over their department, and they may control access to their department to any member of command excluding the Captain. Members of security, including the Head of Security, must have probable cause.
2.3 - The Chain of Command
Captain -> Head of Personnel -> Research Director, Chief Medical Officer, Chief Engineer, Quartermaster, Head of Security, Blueshield, Nanotrasen Consultant -> Warden, Nanotrasen Crew Trainer -> All other crew
Departmental heads only typically have authority over members of their own department. While orders issued by members of command to crewmembers outside of their respective department are not considered unlawful, crewmembers retain the right to deny orders from heads not pertinent to them; except on red alert or higher, where all orders from members of security and command must be obeyed.
The Warden and the Nanotrasen Crew Trainer typically should only issue orders in the line of their duty, such as the Warden issuing lawful security orders, and the Nanotrasen Crew Trainer issuing an order to stop performing a dangerous action while they are teaching you. Outside of their duties, the Warden and Nanotrasen Crew Trainer are considered equal to all other crew.
Members of command should ultimately work together to form a democracy, and should not butt heads on who has the most authority. It is for this reason that the Head of Personnel and/or Captain should attempt to mediate any disputes of this nature, as they are above other heads of staff.
The Head of Personnel should not issue orders to other members of command without good reason. The Head of Personnel has the authority to demote Heads of Staff, but should always consult with the Captain first (see 2.3).
2.4 - Hiring, Promotions & Demotions
Due to extensive lobbying, Nanotrasen is an at-will employer. You may lose your position for any lawful reason at the discretion of your department head. The Captain is the head of the Command department.
Policy for Promotions
Policy for Demotions
Department heads determine who is hired to their department. The Head of Personnel must consult a department's Head of Staff before hiring any staff to that department.
Department heads determine who is fired from their department, but must fire for a lawful reason. The Head of Personnel may not fire members of departments other than their own unless there is no current head of the department in question. The Captain may do this, but should attempt to seek the departmental head's permission first.
The Captain (acting or otherwise) determines who is hired to a department in the absence of Command. A crewmember should be a member of the relevant department and receive a mindshield to be promoted to Command.
The Captain is the head of the Command Department, and determines who is fired from it or from any departments currently lacking a department head, for a lawful reason.
The Nanotrasen Consultant and Nanotrasen Crew Trainer are not exceptions to this. Blueshields may be arrested and even permabrigged, but Central Command should be contacted before they are demoted.
The Head of Personnel determines who is hired to a department in the absence of both. They also mediate disputes on hiring. The Consultant represents Nanotrasen in these disputes, and serves as the point of appeal for them.
The Head of Personnel mediates disputes on firing or hiring and serves as the first point of appeal for a fired employee. The Consultant represents the second point of appeal for a fired employee. The Captain may act as a third point of appeal, before it is escalated to Central Command. Central Command decisions cannot be appealed, and Central Command is the fourth and final point of appeal.
Requests for appeals must be heeded, regardless of how preposterous.
A new Captain should generally be hired internally from Command staff when possible, following the Chain of Succession
An attempt to remove a seated Captain is called a vote of no-confidence. A simple majority (>50%) of present Command staff (excluding the Captain) must agree that they no longer have confidence in the seated Captain for a lawful reason.
In such a case, the next in line for Captaincy takes command as Acting Captain, and the current Captain is demoted to an assistant. Central Command should also be informed, but do not need to grant permission for this to occur.
Central Command is not obliged to respond to station disputes, but may choose to intervene. The Security department processes any charges for abuse of authority involved at any step in the process.
It is considered self-antagging to lethally resist a lawful demotion. The core purpose of this policy is to ensure chain of Command is respected.
What constitutes a lawful reason to demote?
A lawful reason to demote must involve a violation of Space Law or a breach of applicable Operating Procedures. Crimes not committed in the workplace are not necessarily justification to demote, but committing a crime major or worse can usually result in a demotion.
A reason to terminate that is not lawful would involve discrimination based on race, sex, gender, religion, social class, or other traits deemed immutable and fundamental to a person by their genetic sequence.
How do I perform a demotion?
Hand the ID card and PDA of the person to be demoted to the Head of Personnel for processing. Even if you, as a head of department, are making the choice to fire a member of your department, the Head of Personnel should be allowed to understand your reasoning and should be the one to process the demotion. The console in every head of department's office should only be used for granting access(es).
Strip the individual of all articles (items, clothing, weapons, etc.) that either: are relevant to their former role, or would be unsuitable for an assistant. This includes jumpsuits, and they must be given a spare assistant's jumpsuit in place.
Ensure that any job-specific articles are returned to their appropriate place(s). In the case of weapons, or other items that have no place to be returned to, they should be given to security to either: be repurposed as security weaponry, or to be placed in an unlocked contraband locker.
The Head of Personnel should now have the person's ID and PDA repainted and processed as an assistant's ID card. You may return this, and the demoted person should be released into an all-access area so they are able to return to their day.
Heads of departments can be subject to being charged with harassment (105) if they proceed to belittle a demoted person. Heads of departments should be charged with Abusing Authority (C02) should they attempt to make an unlawful demotion.
2.5 - Individual Role Procedures
Captain
The captain has absolute authority over the station, but is generally expected to defer responsibility in most cases. The captain should not be consulted for things, unless in extreme cases, or when a Head of Staff is not present. Captains are still beholden to Space Law, and can be arrested for failing to follow it. In this case, the role falls to the next in line.
Captains are also expected to look good and entertain foreign dignitaries, where reasonable. If a captain fails to properly maintain appearances in the presence of Central Command or any other high forces, they may be demoted.
Other than that, the Nuclear Authentication Disk should be secured at the closest available opportunity. The succession order may be found in section 2.2, above.
This is the highest role in the entire station. You are a big target for any antagonists, you are expected to take responsibility for the command team's actions, and coordinate the entire station. Not only are you held to a higher standard, should you fail to meet it, the consequences can be dire. If you act like an Assistant or Security Officer as captain, expect to be harshly warned.
With that said, you also have the most access and authority in turn. A good captain can and will turn a terrible situation into a much more manageable one. If you're already a great player, Captain is likely the role for you.
It should be noted that despite the Captain having access to everywhere, this does not necessarily mean they should barge their way into every room. While they can't be lawfully ordered out of anywhere (unless doing so could constitute a crime, such as negligence), a person's position as Captain does not necessarily entitle them to being liked. In the same vain, Captains should avoid acquiring unnecessary equipment where it could otherwise be used by other crewmembers; for example, taking equipment from the armory, which may constitute Abusing Authority (C02).
Head of Personnel:
As the Head of Personnel, you are responsible for the station's paychecks and ensuring everyone is adequately paid for the work they do. Additionally, your console is allowed to give anyone who requests it limited access.
You're the first in line to become Captain, and in cases where the captain is too busy to handle foreign dignitaries or secure the NAD, the responsibility may fall to you. Consider yourself the Captain's second in command in most cases, they may request you handle things in their stead, particularly minor issues they can't be bothered with.
The Head of Personnel can be a rather varied job. They can savor the prestige or feel shackled to the ID computer. If you find yourself wearing teal, make the most of it by doing your job correctly, and by following the five tenets of Human Resources:
Support the Captain. Be sure to work as a team to lead the crew. Earn this trust by making frequent use of command chat (:c) and deferring to them on matters of great importance, like assigning new heads or calling the shuttle. You do not outrank the other heads, but you have the unique position of being able to assign people. You are the one who will take over should the Captain need to step down, so it'd be a good idea to look like a good leader in front of them.
Uphold the Rights of Crewmen. Security often commits excesses and the Captain is either dead or personally involved in a case. Rarely, you will be forced to do the impromptu job of a pseudo-Administrator and make difficult decisions about the fate of a crewman should the Captain be unable. In these situations, remember to consider every side of the story before making a decision and try to follow Space Law while still giving out a fair sentence. Almost always, a weak Captain and Head of Personnel will result in poor security.
Follow the Principle of Least Privilege. When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access, or just for you to open the door for him while he gets a suit. If the Chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the Janitor will be able to show why he's mopping the Medbay floors.
Talk to the Crew. The Captain is often too busy dealing with who knows what. The Head of Security is usually trying to keep his department in check. The Research Director is on fire, the Chief Medical Officer is up to his elbows injured people, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You're really the only Head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the beaten to security, and generally reduce the frequency and intensity of mutinies.
Manage your Department First. While technically you can demote everyone who's ID you seize to Assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the Chef to throw a pizza party, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad Security Officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.
Your other job is reassigning people when they come to your desk with one or more access requests. Make sure that he or she has a good, justified reason to want a job change. A Chef who suddenly wants to become a Security Officer is a good example of someone who should be heavily scrutinized.
Nanotrasen Consultant:
You are assigned as the head of the station's Internal Affairs department, and may be asked to act as a mediator in disputes, should any arise. You have no true authority besides that over your subordinates (the NTCT, assistants) and your status as a member of command. Your primary job is to help crewmembers with questions and support them in growing in the workplace. When acting as a mediator, your word is binding, but this can only be the case if all parties have agreed to have you as the mediator of any given dispute. In no other circumstance can the Nanotrasen Consultant hold power over other members of command. This may change if issued orders directly from Central Command.
Blueshield:
As blueshield, you have two primary functions. The first is to ensure that the Nuclear Authentication Disk (NAD) is secured by a member of command, yourself, or security (in that order). If protecting the NAD conflicts with protecting a member of command, you should favor the NAD; even if this requires restraining a member of command, such as the Captain, from running into danger with the NAD. You do not have say over who should possess the NAD unless you are the only person able to possess it.
Your second function is to protect ALL members of Command, including with lethal force (if necessary), in the order of priority prescribed by the Chain of Command. This includes things such as beating up an Assistant for throwing a toolbox at the CMO, or breaking into departments if a Command member is actively being harmed inside. Your top priority is their lives, if a member of Command loses their gear, that is not your concern.[1]
You are encouraged to give a verbal warning if possible before attacking, and you shouldn't go straight for your gun-- much like with Security, you shouldn't play this job just to kill people.
However, Blueshields are decidedly not security, and should not enforce Space Law or attempt to protect anything other than heads of staff. If a threat runs off after attacking members of Command, you should not pursue-- you should stay with command to defend them. That said, if a member of Command is being suicidal or otherwise making a choice that would harm them, and thus their ability to do their job, you are well within your rights to stop them from doing so. Use your best judgement.
You should not harm members of command when attempting to secure the NAD, as doing so may lead to your lawful arrest. You have ultimate authority over the protection of command members, and you cannot be ordered to the protection of any one command member (if you believe it would be best to protect another command member, for example) except by Central Command.
The Head of Security is an exception to this; they should not be hindered in doing their job, which includes running into danger.
The Nuclear Authentication Disk is your ultimate priority. If you have to choose between saving a command member and the Nuclear Authentication Disk, you should choose the disk in every scenario.
Medical Policy
3.1 - Treatment
The primary duty of Medical is to keep crewmembers alive and well. To this end, treatment is covered by Nanotrasen and requires no cost to anyone. It is considered Embezzlement (C03) to allow at-cost surgery to occur, and the Chief Medical Officer is responsible for ensuring that this does not happen.
The Chief Medical Officer is responsible for making sure that all Medical Doctors, Paramedics, Virologists, Chemists, Morticians, and Psychologists are appropriately and professionally dealing with the medical needs of the crew.
Inappropriate and unwanted surgeries are grounds for immediate demotion. This includes: gender modification, pacification, hypnosis, and so on. Consent must be given, aside from the case of pacification, where the Head of Security has ordered it.
Patients and doctors are requested to remain a safe distance away from all ongoing surgeries to provide privacy to patients and staff alike while they work.
Medical must provide treatment to any crewmembers, unless providing treatment to someone would immediately endanger the Department or Crew. Disputes over this will be arbitrated by the Chief Medical Officer.
Medical should prefer to utilize neurectomies over lobotomies, and lobotomizing patients is grounds for demotion unless the lobotomy absolutely necessary. A person cannot consent to lobotomization without a written waiver.
3.2 - Augmentative (non-essential) surgery
Members of medical should not give out augmentative surgery to non-security personnel outside of red alert, except where it is medically necessary.
Members of medical should not give out augmentative surgery to security personnel outside of blue alert, except where it is medically necessary.
Individuals with weak limbs (i.e., prone to severing) qualify for appropriate strengthening surgeries.
An exhaustive list of augmentative surgeries is:
Vein Threading;
Hydraulics Routing Optimization (synthetic);
Nerve Splicing;
System Automatic Reset Subroutine (synthetic);
Nerve Grounding (permitted for engineers only);
Vein Muscle Membrane;
Hydraulics Redundancy Subroutine (synthetic);
Ligament Reinforcement;
Anchor Point Reinforcement (synthetic);
Ligament Hook;
Cortex Imprint;
Wetware OS Ver 2.0 (synthetic);
Cortex Folding;
Wetware OS Labyrinthian Programming (synthetic).
Some surgeries listed, as stated, can become medically necessary. For example, "vein muscle membrane" can be utilized on patients whose heart has failed.
3.3 - Paramedics
Paramedics should be prepared to respond to any call for Medical, and arrive in a quick and timely fashion.
Field treatment may be done as necessary, but it is better to take the patient directly to Medbay for treatment.
Deploying to Lavaland is purely optional, and should not be mandated by the Chief Medical Officer, unless adequately equipped and attended by a backup team.
3.4 - Chemistry
Chemists are expected to stock the fridge with a bare minimum of chemicals in order for the medical team to thrive. The Chief Medical Officer may determine the quantity or quality of this, but a general idea is: all four damage types covered, radiation treatment (pot-iod is fine), mutadone, beneficial viruses, and husk treatment. This recommendation is non-binding; what is expected is that the chemist makes usable medicines.
Factories are considered a side project, and should not take priority over the demands of medical staff when necessary. If a doctor is demanding a chemist to produce a high quantity of synthflesh, the factory must either provide that in a quick amount of time (5 or 10 minutes at most), or be left alone until the need is no longer necessary.
Chemicals should be mixed with common sense. Mixing volatile chemicals to intentionally cause an explosion is grounds for immediate demotion.
3.5 - Psychiatrist
The psychiatrist should be open to provide services to the crew, to their comfort and need. Private and community therapy should be organized as fit to the psychiatrist's desire.
3.6 - Virologist
Beneficial viruses should have their properties listed on the distributive agent and made easily known to crewmembers exposed to it. Method of transmission should not be airborne, as consent is mandatory for the spread to be considered legal. Failure to do so is grounds for demotion.
Harmful viruses should never leave the space of the Virology workspace. If exposure occurs, the Virologist in question may be charged with Biological Terror.
OOC Policy
Do not use the right to refuse treatment as a way to soft round remove other players. At some point you will be expected to revive them, regardless of justification; if no one else can possibly do it.
Science Policy
4.1 - Research
The Research Director has final say on all projects (including research priority) within the department. Accordingly, refusing for any weak reason is grounds for immediate termination from the department.
Research should be completed as per the desires of the Research Director; but it should be done in a steady, consistent manner to the benefit of the station, ergo: focusing on the needs' of the station rather than researching combat modules for firing range tests.
Sentient fauna/flora should be made obviously known prior to the creation and release to the station.
Potentially harmful slime extracts (ex: gold, light pink, so on) should be kept in Xenobiology unless permitted for distribution by the Research Director.
Explosives may not be handed out without the conjoined permission of the Captain, Head of Security, and Research Director. Members carrying explosives should be made known to Security and Research staff to prevent misuse.
4.2 - Robotics
Implants that violate privacy (x-ray, whisper ears, thermals) must be approved by the Research Director.
Roboticists should avoid unlinking cyborgs from the station AI without a strong reason to do so. Otherwise, they are to be charged with Negligence.
Roboticists should be prepared to tend to synthetic crewmembers/silicons, especially those who have lost limbs or have died. This takes priority over all other tasks.
Roboticists are not required to give out implants to anyone who asks, including Security. Implants should be applied on a need-to-use basis, not proactively, and the patient receiving them has to justify why they are needed. Security attempting to circumvent this interaction by acquiring an exosuit fabricator for themselves is considered bypassing roleplay.
4.3 - Genetics
The release of genetic powers should be reviewed by the Research Director prior to the release. Otherwise, it is Gross Negligence.
Powers should not be given to those considered a threat to the station (known agent of an enemy corporation, hivemind, etc.).
Consent is required before someone is given any sort of genetic therapy. Aggressively mutating crewmembers is considered Biological Terror.
4.4 - Toxins
Explosives may not be handed out to crew without express permission from the RD or captain. Otherwise, use common sense; you should expect to be held liable if your explosives are misused.
4.5 - Mech Policy
The following qualify as combat mechs regardless of loadout:
Gygax
Durand
Phazon
Savannah-Ivanov
H.O.N.K.
The following qualify as non-combat mechs, but this may change depending on their loadout/the circumstances or manner in which they are used:
Odysseus
Ripley
Clarke
Paddywagon
The following are illegal mechs and should be destroyed, or kept within the armory for use on Red alert or above:
Mauler
Dark Gygax
Making combat mechs without permission may only be done if the mech is intended for a bounty, or you are transporting the mech to security immediately afterwards, where security may then use the mech on the appropriate alert(s). This does not exempt you from IC consequences of making combat mechs without explicit permission, however.
4.5.1 - Supervision
The Research Director has final say on the construction of any/all combat mechs (or mechs intended for fighting). Refusal to obey this is grounds for demotion.
Beacons should be installed by default in mechs. The Research Director may decline the installation for a strong reason.
Given the high material cost of mechs, they should not be constructed without purpose (experi-scanner or departmental use).
Combat mechs should be immediately delivered to Security, or kept ID/DNA locked to prevent imminent theft and/or misuse.
4.5.2 Departmental Usage
- Security: If a mech is lethally armed, it should not be used on anything but Amber alert and above. The Warden and HoS have final say on all combat mechs in their department.
- Medical: The Odysseus has free-reign usage to assist the station, however, the installation of a syringe gun may be grounds to be classified as a combat mech.
- Cargo: The Clarke is always free to use on Lavaland. However, it should not be used on station grounds unless authorized by the Research Director and/or Head of Security (deputization).
- Service: Unauthorized HONKs are grounds for being immediately destroyed, the creating personnel demoted, and the clown swirlied until unconscious.
OOC Policy
-Valid-hunting with mechs is still considered a violation of the validhunting rules. If you wish to fight antagonists, please play Security or ask the HoS to be deputized, and the RD to authorize a mech for you.
-Antagonists using mechs should still exercise proper escalation while in play. Do not use mechs as a free pass to ignore escalation rules.
Engineering Policy
5.1 - Construction
The Chief Engineer reserves the right to deny any planned construction by both engineering and non-engineering personnel, no matter the location.
Crew members may undergo minor construction in their own workplace so long as they have the permission of their own head of staff and are not encroaching onto engineering (maintenance, storage closets, etc.), public (all-access areas) or other departmental workspace (another department or subdepartment). Minor construction includes aesthetic redesigns, the construction or destruction of appliances or fittings (excluding atmospheric controls and equipment), or the construction and/or destruction of furniture.
The Chief Engineer should report violations to respective heads of staff and security, and should not attempt to handle violations themself.
5.2 - Supermatter Engine
The Chief Engineer and all Engineers (excluding juniors) should have an intimate understanding on deploying, starting, and maintaining the Supermatter Engine. If you are unsure of what to do, don't touch anything without consulting a senior member.
The Chief Engineer has final say on the composition, upgrades, and inclusions of the Supermatter Engine. They may approve or deny any changes to the gas composition or structural layout.
Engineering should check on the crystal through remote or direct methods, ensuring that the crystal is still within parameters. The crystal takes priority over all other tasks.
5.3 - Projects
The Chief Engineer may decide what projects are allowed to be constructed by both engineers and non-engineering personnel.
Projects must be agreed to if the spec of the project overlays someone else's department/work area.
Upgrades may not be consulted, but doing so should have strong consideration of the implications (incase one is upgrading a secure area).
5.4 - Atmospherics
Distro and Waste should be functioning at all times. Downtime should be announced, and the gas composition must remain in survivable specs for the rest of the crew.
Usage of the Turbine should be made known to the rest of the crew should it pose a reasonable radiation risk.
Technicians should prioritize refilling, and reheating the station over all other tasks.
The Hyper-Torus Fusion Reactor should only be utilized by familiar Technicians. The Chief Engineer should be made known if the HFR is activated, and when it is shutting down due to the high explosive hazard it presents.
5.5 - Sensitive Items
Engineering staff should avoid distributing contraband to the rest of the crew. Some crewmembers have Engineering access (Paramedic, Blueshield) and should be welcome to acquire such items.
Sensitive items are:
Insulated gloves from Engineering (hard to prove).
Jaws of Life.
Rapid Construction Devices.
Prybars.
Full kits of tools and/or toolbelts.
Service Policy
Service roles have broad authority to do as they wish in their own workspace as long as it isn't directly harmful. This means they can remodel their workspaces, charge prices for their services, and define their own services as they see fit (for example, a Bartender setting up a coffee shop)
6.1 - The Bar
The Bartender has the right to refuse, and remove any patrons who are causing problems within their service area (may include Kitchen if it overlaps).
The Bartender should maintain due diligence to secure their allowed firearm. Before firing, attempts should be made to disarm the situation non-violently or through the direction of Security.
6.2 - The Kitchen
Cannibalism is gross negligence, and grounds for immediate demotion, regardless of consent.
The Chef is expected to make food that does not contain toxins, and in the event that it does--should be made obvious and known to the crewmembers about to ingest it.
The Chef has the right to refuse, and remove any patrons who are causing problems within their service area (may include Bar if it overlaps).
6.3 - Botany
Weaponized produce still counts as contraband, and should only be made or distributed with the knowledge of the Head of Security.
Plants that produce gaseous hazards are aswell considered contraband, but may have exceptions as per the Chief Engineer/Head of Security.
Kudzu may be procured to be made into a beneficial variant should an experienced Botanist choose, but must be ensured to not cause damage to station or crew.
Plants may be grown in public halls so long as they do not pose a hazard or disruption to other departments.
6.4 - The Chapel
The Chaplain is expected to assist in dealing with any threats that are holy or unholy in nature. The exact nature of these beings may not be understood by all crewmembers.
The Chaplain is free to believe in a NanoTrasen approved religion (non-heretic).
Religious practices should generally remain blood-free, but in the event of blood duels, both parties should be revivable by the end of such traditions.
"Holy Crusades" or any other type of argument need express approval by the Head of Security and/or deputization.
Cargo Policy
7.1 - Cargo Desk
Cargo staff have the right to refuse any and all non-essential orders. This right should be exercised with caution, and should be used in a professional manner. Priority should be made for urgent supplies rather than personal affections or recreational goods.
Cargo staff should review whether or not someone has good reason for a weapon. Simply "for self-defense" is not good enough cause; one must also have a valid weapon's license issued by the acting HoP, HoS, or Captain.
The Quartermaster has final say on all sales, projects, and distribution of items within their department. Departmental orders should however, be given to the ordering department within a reasonable timeframe.
Sensitive crates (gasses, weapons, contraband-tier equipment) should be delivered expeditiously to the corresponding departments.
7.2 - Mail Delivery
Mail is a secondary task compared to the direct needs of those making supply orders.
Additionally, given the tediousness of the task, mail should be considered optional and not forced in order to maintain a happy Cargo Bay.
Disposals can be checked and scavenged for any remaining items post-destruction.
Liquids being thrown down disposals is considered Negligence. If a fire starts, it is considered Gross Negligence.
7.3 - Shaft Miners
Miners may use whatever equipment is located down on Lavaland as they see fit. Security may restrict these items as contraband if they are otherwise misused via the offending party or distributed by said miner.
Miners that choose to focus on solely fighting megafauna without providing any resources to the station can be considered derelict of their duties and safely demoted.
Resources should generally be available to the station within a respectable time-frame (30 minutes of start), with a good supply and variety. Simply collecting only Iron and Glass is not adequate enough to finance the needs of the station. This is not a strong reason for demotion. Please consider all factors before using this as scrutiny.
Priority should be made by the Mining staff to rescue any and all members of the team should one die. Given their equipment, Miners are best suited for this task.
All miners should carry a GPS, denoted with their name logged in the sensor readout. For enhanced priority, starting with a "!" or "*" will result in quicker acquisition.
Sensors should be maximized before beginning an expedition. Failure to do so may result in your corpse becoming unrecoverable.
OOC Policy
Gun cargo may be interpreted as powergaming, depending on the use case. Constantly going round-to-round and ordering personal firearms may make this more likely to result in admin intervention.
Likewise, miners should avoid becoming secoffs 2.0 unless in the case where it follows proper escalation rules or the situation has become dire to the point where the rest of the crew may be expected to help Security out (red alert or above, or station-destroying threats). IT IS RECOMMENDED TO AHELP JUST INCASE YOU THINK YOU MIGHT BE VALIDHUNTING. THIS SECTION IS NOT AN EXCUSE TO VALIDHUNT.
Furthermore above, please keep mindful that Miner gear is powerful in a lot of situations and you should take due diligence when using it.
Reporting and appealing process
If you witness anyone excessively violating appropriate Standard Operating Procedures, 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.
↑with the exception of the NAD, which you may seek to secure if the Captain is occupied, idle, or not present.