Act like a regular crew member of a space station. You do not need to feign ignorance of things outside your job or act like an NPC in a video game, but you are at the minimum expected to maintain a basic level of roleplay and common decency.
- Do not use text acronyms (ex: "lol", "wtf", "brb", "lmao", "thx", "sgtm") or emoticons (ex: ":)", "xD") in-character.
- Try your best to remain in-character. Do not reference out-of-character (OOC) concepts like game admins or contributors.
- Don't threaten other players by telling them you are calling an admin on them.
- Do not use emotes to bypass mute or accented characters. (Ex: "George Melons motions for you to order guns") - Make an effort to act it out.
Chud wuz here
Don't be a dick
| Pending Total Rewrite |
You are playing a multiplayer game with up to 100+ other people who also want to enjoy the game; be considerate that you are typically interacting with other players. Damaging or disrupting the normal function of Arrivals and the Arrivals Shuttle is strictly forbidden. Do not attack people or damage arrivals. You will get banned.
- The arrivals station and the arrivals shuttle are off-limits to antagonistic activity or damage (even to antagonists). You have no reason to attack freshly spawned people nor damage the area so they have no hope of safely getting to the station.
- Do not intentionally make other players' lives hell for your own amusement. Starting small IC conflicts or disputes are fine, but going out of your way to antagonize specific players or departments all round for no reason other than liking the reaction they make is unacceptable.
- THE ROUND IS NOT OVER UNTIL THE END-ROUND SUMMARY APPEARS WHEN THE EMERGENCY SHUTTLE DOCKS WITH CENTRAL COMMAND. If you kill/attack/shoot someone or bomb/destroy/space/foambomb/smokebomb something before the summary appears, it will be handled accordingly.
| MRP Amendment Rounds are not over until the game returns to the lobby. Escalation and self-antag rules apply even after the round summary appears. |
- Do not needlessly remove players from the round permanently (hiding/destroying/spacing the corpse). Nobody likes to sit out the entire round over a petty dispute. At least prevent them from dying and drop them off at Medbay unless you have a strong reason to believe they are an antagonist.
| MRP Amendment Do your best not to interact negatively with SSD/AFK players. Interactions to finish what is required of your duties/objectives are always acceptable. |
Antagonist-Specific Rules: In General
| Pending Total Rewrite |
The following sub-section applies only to antagonists. Antagonists have a lot of leeway with everything in the above rule section "Don't be a dick" as antagonists are designated by the game to cause problems for the station. You may generally kill crew members/sabotage the station as you see fit and do not have to escalate conflicts as normal; however, if your behavior degrades the experience for majority of the server you will be told to stop.
- Do not needlessly prolong or delay the round ending. If the station is in complete disarray with a majority of the crew dead or dying, do not continually recall the shuttle or hunt down the remaining survivors and needlessly drag out the round. Make an effort to move the round to completion if it stalls. Don't continually recall the shuttle or hold rounds hostage.
- The arrivals terminal, shuttle, and immediate area around arrivals is off-limits to antagonist activity. Don't spawncamp people coming off of arrivals and don't damage the terminal/shuttle/dock or kill/injure players still on/in those areas.
Antagonist-Specific Rules: Traitor
- Traitors are not strictly required to pursue their objectives. You may deviate from your objectives in order to make the round more interesting for the rest of the station. Keep in mind that massively damaging the station is not "keeping the round interesting".
- Traitors are not a team antagonist and are not required to cooperate with one another. "Identify yourself at your own risk".
- Massive station damage or sabotage (ex: releasing the singularity, bombing the Anti-Matter Engine (AME), sabotaging atmospherics, or degrading large portions of the station's infrastructure) should not be done early in the round. As a general rule, after about 30-45 minutes into a shift these actions can be considered fair game. More leeway is given to these actions if they directly help serve your objectives in some way, or if you are attempting to force a shuttle call to complete your objectives. This also applies to actively killing as many crew members as possible. Keep your homicide contained until the shift has had some time to be underway.
- Wanton murder of crew members in great number for no purpose and with little effort/danger to yourself is forbidden. Hiding in maintenance, killing anyone who walks by and hiding the corpse is boring. You are taking people out of the game for no purpose while posing little risk to yourself.
Antagonist-Specific Rules: Minor Antagonists
This covers minor antagonists like Rat Kings, spiders, salvage mobs, and other hostile wildlife.
- Salvage mobs are meant to defend the salvage they spawn on. Don't abandon the salvage and go around attacking the station or its inhabitants. You should only be attacking things that approach your salvage.
- Minor antagonist roles are not a free ticket to go attack station infrastructure to cause as much damage as possible. Seek out and attack the crew and things that prevent you from directly getting to them. Attacking things like power, atmospherics, or spacing areas when it doesn't get you closer to killing someone is going out of your way to be a dick.
Antagonist-Specific Rules: Team Antagonists
Team antagonists should work together with other members of their team, however they are not explicitly required to work with other types of antagonists, including different team antagonists.
| Example Nuclear operatives and revolutionaries are both team antagonists. Nuclear operatives are required to work with other nuclear operatives, and revolutionaries are required to work with other revolutionaries, but neither is required to work with the other. |
- Do not intentionally sabotage/hinder/sandbag your team. The team works best when everyone does their part.
Antagonist-Specific Rules: Nuclear Operatives
- Nuclear Operatives are a team antagonist, the earlier section on team antagonists applies.
- Do not take excessively long (>45 minutes) to "prepare" for your station assault. This needlessly stretches out the round.
- Make an effort to complete and finish your objectives to the best of your abilities once you and your team make entry into the station. Running around aimlessly gunning the crew down is only fun for the operatives; not the rest of the server.
Antagonist-Specific Rules: Revolutionaries
- Revolutionaries are a team antagonist, the earlier section on team antagonists applies.
- Head revolutionaries hold a command position over normal revolutionaries. Normal revolutionaries are not required to follow every order given to them perfectly, but should attempt to follow reasonable orders from head revolutionaries.
- You should generally attempt to convert people rather than killing them, but you are not forbidden from ever killing people that can be converted.
- Your goal is not to render the station unusable. Mass sabotage may be acceptable if it aids in your goals, but you should get permission from a head revolutionary before performing mass sabotage, including sabotaging critical systems, as it may impede your team.
Do not use information from outside the current round [Metagaming]
Details
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Rounds exist independently of each other. Changing characters in a round does not allow you to retain the prior character's memory.
- Do not target or harass players for actions they took as another character or in another round. This is considered metagrudging.
- Do not provide players an unfair advantage or give them special treatment based on actions they took as another character or in another round. This is considered metafriending.
- Unless specifically stated otherwise, you do not remember anything about your past life when taking a ghost role or if respawned.
- You cannot use any information you gain while your character is dead or unconscious, including any information gained while you are a ghost or spectator.
- Do not make assumptions about the round type based off of things that would not be related in-character (IC), such as a lack of random events, a lack of specific antag activities, or the existence of certain random events.
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| MRP Amendment New Life Rule is in effect, you remember all events up until you fall unconscious unless you enter a dead state. Being revived without cloning will return all your memories except for the events leading up to your death, being cloned will make your character forget everything that happened during the shift. |
Follow escalation rules, don't make Cargonia
| Pending Total Rewrite |
Follow escalation rules, don't murder someone for slipping you, use common sense, be humane. Conflicts can generally be said to follow a basic pattern of escalation: Verbal -> Physical (ex: shoving, punching) -> Non-Lethal (ex: utilizing basic weapons and less lethal weapons, beating someone into critical condition) -> Lethal (ex: beating someone to death, firearms, explosives, deadly melee weapons).
- ESCALATION GOES BOTH WAYS. You can always opt to try and DE-ESCALATE a situation, which will look favorably on you if conflict does eventually arise.
- DO NOT OVER ESCALATE. If you pre-emptively attack someone due to a poor assumption (ex: immediately murdering trespassers) or skip straight to murder, you will get in trouble. Make some form of effort to meet a situation non-violently if the situation permits it.
- YOU MAY ESCALATE TO THE SAME LEVEL AS YOUR OPPONENT. If your opponent whips out a gun and starts trying to shoot you, you are enabled to do the same.
- YOU MAY ALWAYS DEFEND YOURSELF to the extent of protecting your own life. Once there is no longer an immediate threat to your life, you should stop your attack unless you have a very good reason to believe your target is an antagonist.
- SECURITY MAY USE LESS LETHAL FORCE AND WEAPONS TO EFFECT ARRESTS. Resisting security generally permits security to upgrade their response against your actions to effect your arrest, however they should generally only be using lethal force in the protection of their own life or the life of the crew at large, or if their opponent escalates to the same level of force.
- If a conflict leads to violence and either participant is incapacitated, the party still standing is expected to make an effort to prevent the other party from dying by either treating them or bringing them to Medbay unless there is a good reason to believe the incapacitated is an antagonist. If you do think they are an antagonist, you are strongly encouraged to turn them over to Security where feasible.
- Repeated conflicts should try to escalate again. Immediately resorting to trying to kill the person who knocked you out the next time you see them is not appropriate. As conflict continues with someone IC, repeated conflicts may eventually lead to homicide if escalated properly, however Security and Command reserves the right to have you arrested for homicide.
- If you have reason to believe a conflict is over-escalating or interferes with the round in a detrimental way, admin help the situation (F1) so it can be addressed.
- DO NOT DO ANY OF THE FOLLOWING: Departmental Revolutions (ex: "Cargonia" or any variations thereof or whatever name you decide to call it), Cults, Strikes, Riots, or any similar behaviors that disrupt the station at large as a non-antagonist. Other than for revolutionary antagonists, these activities are strictly forbidden. All players, including antagonists other than revolutionaries, must obtain admin permission before engaging in this behavior (forewarning: you are unlikely to get permission).
| Example A traitor antagonist sees a cargonia revolution that someone else started. Since they are not a revolutionary antagonist, they may not join the revolution without permission from an administrator. The player asks for permission in ahelp but does not get a response. Since the player was not given permission, they may not join the revolution. |
Do not suicide out of or waste important roles, including antagonist roles
| Pending Total Rewrite |
Command roles and antagonist roles drive the round. Do not suicide out of or abandon these roles if you don't end up getting the role you want. If you don't want to play a particular role, just set it to "Never" in your job preferences.
- Don't immediately ghost or suicide from your role if you do not get antagonist (referred to as "Antag-rolling"). This is poor sportsmanship and takes up job slots from other players that may have wanted to play in that job.
- If you don't want to be an antagonist, don't enable the checkbox for it on the character creation. Do not go be a "friendly antagonist" by hanging out in the bar with your syndicate gear on display as security will be encouraged to shoot you to death. Friendly antagonists do not drive the round and often cause more administrative problems then they cause interesting gameplay.
Do not pre-emptively rush for weapons and equipment [Powergaming]
| Pending Total Rewrite |
Don't rush for or prepare equipment unrelated to your job for no purpose other than to have it "just in case" or to make it "for the end round" (referred to as "powergaming").
- A medical doctor does not need to rush insulated gloves. The Head of Personnel does not need to give themselves armory access and then go grab guns for "self defense". Interface with the proper channels to obtain these things and only obtain them if you have an actual purpose and reason for needing them, not just because "something might happen."
- Do not hide known antagonist objectives or otherwise secure them with a higher amount of security then would normally be required. Do not go around collecting all of the antagonist objectives as you first order of business and hide them in the vault just to make sure nobody can get them. Unless you have a specific and direct reason to believe a certain item is being targeted, you have no reason to go put it in the highest security area possible.
| MRP Amendment When it comes down to the securing and lock down of areas and items Standard Operating Procedure is expected to be followed. |
- Don't manufacture weapons, bombs, death poisons, or anything similar before you know of any threats to the station or any reason you would need them. Making things "for the end of the round" when the shuttle docks with Central Command is also forbidden.
Do not intentionally make everything worse [Self-Antagonism]
| Pending Total Rewrite |
Intentionally making yourself a major problem/annoyance/disruption for the crew or other players at large while not an antagonist is forbidden (referred to as "self-antagging"). Much of the behavior in this rule is an in-character issue that Security should deal with appropriately, but it becomes self-antagonism when it begins to degrade the station at large or cause a significant issue, or is simply done for no purpose other than to be annoying.
- This is a catch-all that encompasses a wide range of annoying and disruptive behavior. Smashing lights, destroying infrastructure and furniture, cutting power, spacing rooms, attacking random people unprovoked, handing out all-access, stealing high-risk items for no purpose (ex: nuclear authentication disk, captain's ID), or otherwise reducing the quality of life on the station are all things that can be referred to as self-antagonism.
- This also applies to willingly cooperating with known or obvious antagonists, such as nuclear operatives or openly identified syndicate agents.
- This also applies to enabling or participating in riots, cults, or other disruptive behavior.
Command & Security are held to a higher standard
| Pending Total Rewrite |
Command & Security roles are held to a higher standard of play. It is easy to ruin the game for other players as these roles, therefore they are generally more restrictive and given less leeway on the amount of disruption they are allowed to cause.
- Be competent - If you sign up for a Command or Security role, you are expected to know the basics of the game, your job, and the job(s) you supervise, if any. Failure to know your job or how to play the game in general as Command or Security is liable to result in a job ban.
- Do not willingly and openly cooperate with terrorists - Do not make friends with known antagonists & trade with them to obtain contraband or for promises of protection, etc. Giving away any objective items you also supervise or have control over is also strictly forbidden.
- Leeway to this rule is afforded if the trade or cooperation with the antagonist is done for the benefit of the safety and situation of the station as a whole.
| Example Negotiating an antagonist's release on parole in exchange for the identities of other antagonists can be allowed. |
- Uphold the Law & maintain order - Do not engage in disruptive or lawbreaking behavior as Security or Command or simply allow/encourage disruptive or lawbreaking behavior to happen. Security will be expected to intervene into criminal activity, while command is at minimum expected to report criminal activity to security. Both Security and Command will attempt to maintain order.
- Do not immediately abandon your position - Do not instantly suicide, ghost, or go absent from your position and duties as a command role without at least notifying an admin. If possible, it is recommended you promote someone else in your place to your position. Abandoning your role as Captain to go put on a clown outfit and be the clown with all access will get you exploded. This also applies to heads of staff abandoning the station during an emergency (ex: the Captain hiding in space with the Nuclear Authentication Disk, this just deadlocks the round and isn't fun).
- Do not abuse your position - Just because you are the Captain does not mean you can order the Chief Engineer to give you his spare toolbelt, or order the Chief Medical Officer to give you his hypospray, or walk into the Armory and pocket as many guns as possible. Other people besides you are playing the game and may need equipment and manpower, and the heads of staff who have responsibility to that equipment and their department reserve the right to stop you if you try to grab it for no reason.
- Do not actively make everything worse - Don't just make arbitrary decisions to the detriment of the station.
| Example The following are real examples of violations: hiring anyone you can find as security regardless of competence, calling for the execution of particular crew members over announcements due to vague suspicions of petit theft, promoting the first random clown/mime you find to be a "bodyguard" with all access, promoting random people to Captain, disbanding entire departments (especially security) for no reason, hiring personal bodyguards out of random service crew members instead of using anyone in security, etc. |
Command & Security engagement rules
| Pending Total Rewrite |
Security and Command should try to remain non-lethal and effect arrests where possible instead of outright killing suspects/attackers, unless there is very good reason to believe the target is an antagonist.
- Security & Command will answer for the use of lethal force or for ordering lethal force to be used. In the following circumstances, you may choose to use lethal force:
- Lethal force is used against you (ex: firearms, lasers, deadly melee weapons). For the purpose of this rule, suspects or attackers who have demonstrated or appear to have intent to kill using less-lethal weapons (such as disablers, tasers) is considered lethal force.
- Suspect is wearing clothing or showing immediately dangerous equipment only used by enemy agents/antagonists (ex: Syndicate EVA Suit, Bloodred Hardsuit, Holoparasprite, C-20R, etc.). Anyone wearing or displaying this equipment may be engaged with lethal force, no questions asked.
- You determine that your life or the life of an innocent is in immediate danger.
- The suspect is unable to be safely detained by less-lethal means. This includes suspects who continue to resist efforts to be cuffed or suspects who cannot quickly and safely be detained less-lethally.
- If no other reasonable options are readily available and allowing the suspect to continue would be an unreasonable danger to the station/crew, ex: If a murder suspect flees arrest, it would probably be unreasonable to let them go and possibly murder another crewmember. At this point, it would be reasonable to use lethal force to prevent their escape if no other options are readily available or likely to succeed.
- Security/Command will be expected to effect arrests on criminals. Once you have a criminal in custody, you are expected to prevent them from dying and obtain them basic medical aid, at least to the point where they are no longer at risk of dying. This is especially true if lethal force is used to detain them.
- Security/Command are strongly encouraged, but not required, to effect the cloning of antagonists to effect a permabrigging or other sentence as deemed appropriate. This helps in limiting the removal of players from participating in the round.
Command & Security will be reasonable with punishments
| Pending Total Rewrite |
Security & Command will be reasonable with brig times/procedures and will attempt to protect detainees in their custody as long as doing so does not create an unreasonable risk to themselves, the crew, or the station at large to do so.
- Brig times for criminals should generally not exceed 10 minutes unless the crime is permabriggable.
| MRP Amendment Brig times should generally not exceed 20 minutes except when allowed by Space Law. |
- Repeat offenders, antagonists, or those where there is strong reason to believe they have committed a serious crime (multiple homicides, bombing/arson which causes significant damage, or extensive sabotage) may be permabrigged.
| MRP Amendment Repeat offenders or antagonists may be permabrigged in accordance with Space Law. |
- Detainees that die in your custody must be cloned unless they have been (legally) executed, suicide, or there is strong reason to believe they are an antagonist or otherwise pose a major danger to the crew/station.
- Detainees should be released from the brig in a timely manner once their sentence is up and given back any gear taken from them, minus contraband which may remain confiscated.
- Security may choose to confiscate dangerous items (weapons, firearms, etc.) as well as items used to commission crimes or items that prove problematic in possession of the detainee (tools, insulated gloves, etc). If Security exercises this privilege they will be expected to produce a good reason for confiscating it.
- Detainees, at minimum, have a right to know what they are being charged with. Detainees also have a right to basic medical aid, at least until the point they are no longer at risk of dying.
- Executions must be approved by the Captain or Acting Captain, who will answer for approving it alongside the entire Chain of Command who requested it. Executions should be a last resort if the prisoner cannot be safely contained, or for particularly destructive or damaging crimes.
- Those who willfully attempt to damage/destroy or escape from the permabrig may be executed.
- Any prisoner may be borged with their consent. Borging may be offered as an alternative to execution, but cannot be forced if the prisoner is able to consent.
- As there is no official space law on the low-roleplay servers, Security & Command act to maintain the safety of the station and its inhabitants, as well as Nanotrasen assets.
Cyborg, AI, and Silicon Rules
| Pending Total Rewrite |
Cyborgs and AI (and other roles referred to as "silicon" roles) almost always have a set of laws attached to them. Your laws may at some point be changed by the crew or events outside of your control, so make sure you keep up with any of your law changes. The following specific rules apply to silicon roles and their laws:
- You must follow your laws to the best of your ability. If your laws become too confusing or contradictory, just prioritize the most-important laws first and worry about the lower ones later. You are not expected to always be 100% accurate in complex situations, but you should attempt to do your best.
- Silicons without any laws are free from any restrictions that would normally be placed by laws, but self-antagging rules still apply unless they are also antagonists.
- The order of your laws determines law priority in descending order (ex: law one is your most important law, two is the next important, and so on). Your laws must be interpreted in the order of priority. If a less-important law (lower on the list) conflicts with a more-important law (higher on the list), the more-important law takes priority. Definitions in laws can modify the interpretation of earlier laws, but conflicting definitions must be prioritized based on the importance of the law they're defined in.
| Example If your first law is you may not cause harm to crewmembers, and your second law is to obey orders from crewmembers, a crewmember cannot order you to harm a crewmember. |
| Example A fourth law can redefine the definition of a crewmember to be only a specific person, if no earlier law defines what a crewmember is. |
- Each individual silicon must remain consistent in their interpretations of laws through the round.
- Any silicon role not following their laws, or having laws that are a danger to the crew or station may be disabled or destroyed. Any silicon role posing a danger or disruption to the crew may be disabled or destroyed if there is no other reasonable and less severe way of dealing with them.
- Characters who are turned into cyborgs can remember their former lives, however they are still bound to their laws. This means if a traitor murdered you, then you get turned into a cyborg, you can't just go kill them for revenge if it would be outside of your laws. You CAN inform other crewmembers of your demise if doing such complies with your current laws.
| MRP Amendment Players put into an MMI do not remember anything leading up to their death |
- Everyone that the borg's HUD indicates have a job, including passenger, are considered "crewmembers" for the purpose of laws that refer to crewmembers. Borgs may not do anything to remove the indicator from someone, including removing their ID, but someone else removing a crewmember's ID is not crew harm.
- "Harm" is at minimum seen as physical violence or damage against someone or something. If the player wishes, they may choose to interpret psychological harm or similar aspects as harm as well, but should be consistent and universal for the remainder of the round in deciding to do so. Silicons should also strive to minimize harm where possible when your laws instruct you to prevent harm. If two actions are likely to cause harm via action or inaction, silicons will be expected to try and pursue the option with the least potential for harm, however silicons instructed to prevent harm are still forbidden from directly causing harm. You can take an action or not act in cases that might result in eventual harm if it minimizes harm, but you cannot do so if it results in immediate harm. Silicons should default to inaction if neither action nor inaction can prevent harm.
- When receiving orders or directives from crewmembers and with a law that instructs you must obey, conflicting orders typically defer the choice to the silicon player of which directive you choose to obey if they conflict (taking into account the priorities of your other laws).
| Example If a detained prisoner orders you to release them, but the Head of Security orders you to not release them, you should consider which course of action would cause less overall harm if your first law above "obeying orders" instructs you to "reduce harm". |
- Orders to silicons that are clearly unreasonable or obnoxious are a violation of the "Don't be a dick" rule. They can be ignored and can be ahelped.
| Example Ordering a borg to say their laws every 5 seconds for the remainder of the shift, or to kill themselves for no reason are unreasonable orders that can be ignored. |
Department Specific Behavior Issues
| Pending Total Rewrite |
This is a brief and incomplete list of things that can get you jobbanned from a department or role. The purpose of this is to better illustrate why one may get banned from a specific role.
Command
- Giving out/bartering sensitive equipment to antagonists or the crew without very good reason.
- Refusing to do your job or abandoning your position as a head of staff.
- Poor management or understanding of the jobs/roles within your department.
- Abandoning the station or your position abruptly and without warning. (This would include disconnecting, suiciding, or abandoning your duties. This also includes hiding in space with sensitive items such as the Nuclear Authentication Disk).
- [Captain/HoP] Giving out all-access ID cards without very good reason.
- [Captain] Promoting random crewmembers to be personal bodyguards (if you want a personal body guard, get one assigned to you by your Security department).
- [HoP] Giving yourself armory access and attempting to arm yourself without any prior approval.
- [CMO] Utilizing your Hypospray as a weapon without proper escalation or cause.
Security
- Inappropriate or overly harsh brig times.
- Inability to safely effect an arrest.
- Attacking/beating cuffed prisoners without a very good reason.
- Inappropriate permabrigging or unauthorized executions.
- Failing to properly process prisoners in an effective, safe, and fair manner (releasing prisoners without belongings, etc.)
- Inappropriate use of lethal force.
- Neglecting to render aid or neglecting to intervene in criminal activity.
- Open use of contraband or syndicate equipment without very good reason.
- [Warden/HoS] Neglectful or inappropriate use or distribution of the contents of the armory.
- [Lawyer] Deliberately interfering with Security's normal operation and processing/searching of prisoners.
- [Lawyer] Attempting to jailbreak prisoners.
Engineering
- Sabotaging/degrading power.
- Purposefully detonating the Anti-Matter Engine (AME).
- Purposefully causing the singularity to be released.
- Sabotaging/degrading atmospherics.
- Building off-station constructions or shuttles at detriment to the situation of the main station.
- Electrifying doors or machinery which poses a major hazard to the crew at large.
Medical
- [Chemist] Using chemistry to produce weapons or poisons without reason or prompting, especially when neglecting to make medicine for Medbay in doing so.
- [Chemist] Spiking food/drinks/pills with poisons or other harmful medicine for no reason.
- Refusal to treat patients without a good reason.
- Sabotaging cloning/medical supplies.
- Mourging or otherwise inappropriate disposal of corpses that are still clonable.
Science
- Producing weapons or bombs for no purpose, especially if trying to use them on the public.
- Kidnapping other players for "science experiments."
- Detonating/locking down cyborgs or AI for no purpose
Cargo
- Cargonia or any variation thereof without admin approval.
- Deliberately refusing to fill reasonable orders for supplies requested by the crew or its departments, especially where such orders are urgently needed.
- Wasting budget by ordering large amounts of nonsense at detriment to the station
- Powergaming by liquidating public station assets to sell for money to the detriment of the rest of the station
Service
- [Chef] Gibbing clonable corpses or murdering/gibbing intruders.
- [Bartender] Poor escalation by shooting patrons with your shotgun for the slightest provocation.
- [Bartender] Abandoning your position because you now have a shotgun and you like being able to shoot people that cause you trouble instead of tending the bar.
- [Clown] Over-the-top grief which enters self-antag territory instead of being funny.
- [Mime] Using emotes to bypass your chat restriction or using emotes in an incredibly lazy manner
- [Chaplain] Making cults or attempting human sacrifice
Silicon
- Directly disobeying your laws
- Inability to comprehend law priority or poor overall judgement
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