Rules

# **Core Rules**

**0).** Take these rules as they are to be intended and not as they are written literally.

**0.1.** Rule skirting, lawyering, and/or being a dick for the sake of ruining others' experiences can become a bannable offense if occurring regularly.

**1).** **Bungalowstation 13 is a Medium Roleplay server.** By our definition it should mean that one tries to identify with their character and interact with situations from their perspective, while trying to at least tend to basics of the assigned job.

* **1.1.** If you want to build mechs, play roboticists. If you want to hunt for antags and uphold space law, play security. This is to ensure all players can have a fun shift and have a role to fill. **This is not intended to limit what is possible on the server but to provide structure for everyone.**
* **1.2.** Opt-in for roles you intend to play or seek an IC way to change your job. Failure to **attempt** to do the most basic of duties for your role may result in a job ban. While transferring to another department and doing another job is acceptable, being a know it all for multiple departments is not.
* **1.3.** If you do not wish to be a role or antag, ensure you set it to never in your occupation preferences and/or request a ban from said role or antag. Changing your job preference settings to “return to lobby if preferences unavailable” will prevent you from being assigned a random position.
* **1.4.** **Players' knowledge of the game is not limited by their job.** However, using **knowledge of antags and round types without IC justification is considered metagaming.** For example, it is acceptable for a clown to know how to build a conveyor belt for a prank. It is not acceptable for a clown to know that xenomorphs are weak to fire and rush to make a flamethrower.

**2).** Malicious acts like griefing, metagaming, killbaiting, banbaiting, powergaming, self-antagging, greytiding, validhunting (along with calling people and silicons valid without proper cause), and exploiting can become bannable offenses if occurring regularly or if the infraction is serious enough. **See the glossary at the bottom of the rules for more information.**

* **2.1.** Multi keying, ban evasion, cheating, blatant intent to grief, and RDMing are all **permanent ban offenses.**
* **2.2.** If playing with someone that is at the same location as you, alert us so we may take note of it. Otherwise, we may assume they are you.
* **2.3.** Antag rolling or round-start suicides that appear to be antag rolling, may result in an antag ban if occurring frequently enough

**3).** **Sexual content is strictly prohibited.** This includes content like photos/websites/**Erotic** Role Play (ERP) and applies to the server and Discord. Sending unsolicited sexual content to another player via direct messages will also result in a ban. IC relationships are fine, sexual acts are not.

**4).** **Hate speech is strictly forbidden.**

**5). Discrimination** towards **in-game sub-species and silicons** is acceptable in moderation, but attacking them or otherwise preventing them from playing the round is not. Additionally, terms that are based off of real-life slurs are not allowed.

**6).** Do not **spam, advertise,** or paste lengthy and/or inappropriate **copypastas.**

**7).** Keep **IC content in IC**, and **OOC content in OOC**. This means no IC in OOC (ick ock) and vice versa.

**8).** Revealing information about the current round in OOC or Discord (metacomming) is strictly prohibited. Wait until after the Round End screen to discuss the round or file a report.

**9).** **Avoid antagonizing players and staff** via the Discord, 0Forums, or through OOC/deadchat. While expressing frustration about in-round events is acceptable, ganging up on fellow players is not.

* **9.1** - IC insults are fine within reason, but harassing other players repeatedly throughout the round or using OOC insults IC is not.

**10)**. While each round is canon, giving any serious advantages or disadvantages to other players will result in a ban.

# **Returning From The Afterlife**

**1). Do not use information** obtained while **dead** or from a **previous life** upon returning to the land of the living.

**2).** Cyborgs and other creatures that are created with a character’s organic brain (i.e. not a positronic brain) retain all knowledge of events that happened before the procedure **while they were living**. Rule 1 still applies to information obtained while dead.

**2.1.** Antagonists who undergo forced cyborgization retain their antag status and objectives but must prioritize their law set. This prevents borgs from attempting to be unborged in most circumstances.

# **SSD/AFK Player Interactions**

Note: SSD characters are players who are disconnected or AFK. It is possible for players to return to SSD bodies. Players become catatonic when they take a ghost spawner role or commit suicide. Players are NOT able to return to these bodies without admin intervention.

**1).** Do your best **not to interact negatively** with **SSD/AFK** players. Moving them to **safety** is acceptable, but killing, looting, or otherwise griefing them while they are away is not.

* **1.1.** If the player in question is an antag’s target or they are being secured by security, interactions to finish what is required of your duties/objectives are always acceptable.
* **1.2.** Ahelping about an **SSD/AFK** player may grant an exception to this rule.

**2).** Rule 1 does **not** apply to players that are catatonic. Although needlessly killing or harming catatonic players is discouraged (and will probably get you hunted by security), harvesting their organs to save another player is acceptable.

# **Escalation Clause**

**1). Escalation** resulting in murder is only acceptable **within reason. If your life is in danger, you can always fight back lethally, or if a conflict with the other player has lasted throughout the round with multiple fights**. In most cases, fights end when one party enters critical condition or is otherwise incapacitated. Theft, break-ins, demotions, destruction of property, getting pranked and other inconveniences are **not** reasons to murder another player or put them into a life or death situation. Ask what a rational person would do and act accordingly.

* **1.1.** Expect to receive the same kind of treatment and escalation that you give out.
* **1.2.** If the other party during an altercation dies or is seriously injured, work to get them healed or revived.

**2).** If you act like an antagonist, expect to be treated like one and be held liable for your actions both IC and by admins.

**3). Over-escalation** of fights is also unacceptable. Over-escalation is, in short, **doing more damage to someone than is required** to resolve an issue **or using violence instead of words to solve an issue.**

Examples being:

* Killing someone during a dangerous fight when they could be placed into crit and healed or ignoring the opportunity to use non-lethal force when available.
* Placing someone someplace they will surely die, like disposals when crit, space, in shuttle landing zones or other gibbers.
* Delimbing someone for doing minimal damage to you.
* Breaking into a department and attacking someone when they try to remove you from the department instead of asking for what is needed.

**3.1).** While using lethal force is allowed in some cases of self-defense, actions that jeopardize the lives of other players or could cause massive damage to the station (e.g. max caps) is considered over escalation, and you will be held accountable for deaths that occur due to negligent behavior. This rule applies when committing acts that will likely cause mass casualties to eliminate antagonists.

# **Command/Security/Silicon Responsibilities**

**1). The following jobs: Captain, HOP, HOS, CE, RD, CMO, QM, and AI should ahelp when they need to leave.** This is to ensure a replacement can be installed (Your body will be offered to ghosts or your character will be deleted and the job slot reopened) for continuity of the round. Your intent to leave should also be made known to other command staff if possible. **If no staff are available to offer your body to ghosts**, you should designate another player as your replacement.

* **1.1.** These roles **must exhibit competency**. Lack of this **will** result in a job ban. Command roles are designed to lead and manage departments first and do second. They are not intended to become do-it-all members of their departments. However, they should also know how to fix things when they go wrong, and
* **1.2.** Crew promoted to acting heads of staff must step down when an official head of staff arrives on the station. This is to prevent confusion with the chain of command when the new player arrives.

**2).** In the absence, or permanent death of a captain, the next in line for captain must serve as acting captain *or* split the duties of the captain between themselves. The order of acting captain goes as follows:

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

* **2.1.** Only command staff may serve as acting captain. Acting departmental heads and regular crew may not serve as acting captain while command staff is still alive.
* **2.2. The only item acting heads may take from the head’s office is the command headset, the cape, and in case of the captain, the captain’s spare.** Unless there is a dire emergency, no other items should be removed by non-antags and the cape must be returned if a proper head of staff arrives.
* **2.3.** An acting captain may fill in for decisions that require the captain’s authorization, but may not run the station and its departments, nor are they privy to the captain's equipment or access outside of the command headset and nuke disk. The captain’s spare ID can be used to run the HoP line in the case of a non-HoP acting captain but should not leave the bridge.

**3).** Heads of staff, acting heads of staff,  and security should not abandon the station without permission from CentCom. This includes going to Lavaland, space exploration, and entering the gateway. There are two exceptions: The HOS, to make arrests on lavaland, and the QM, for any reason, unless the captain or acting captain denies them.

**4).** We adhere to a modified version of /tg/’s ‘space law’.

* **4.1.** While the majority of this is a guideline, we expect things to be applied reasonably. Giving someone a ten-minute brig timer for punching the captain is an example of things not being applied reasonably.
* **4.2.** Abusing crew as security is never acceptable.
* **4.3.** Authorization for permanent punishments (including executions) should only be followed if the authorization was given by the correct authority. For example, a sec officer should not comply with execution orders given by an HoS when a captain is abroad the station.
* **4.4.** Security must use nonlethal force unless there is reasonable suspicion that the other party is armed (e.g. breaking into the armory), lethal force is used upon them, or the use of nonlethal force is impossible (e.g. Hulks). See “Use of Deadly Force” under Space Law for more information.
* **4.5** Ensuring prisoners receive timely revival and proper medical care is the responsibility of everyone in the security team. Unless an execution was authorized by the captain, **this applies to any player killed by security.** Detaining players who are dead or will likely die from injuries without attempting to provide medical care (e.g. throwing a prisoner in critical condition in a cell) is a violation of space law. See “Prisoner Medical Care” in Space law for more information. Repeated negligent deaths may result in a role ban.

**5).** We adhere to a modified version /tg/’s‘silicon and drone’ policy.

* **5.1** Those that upload laws to silicons are responsible for what said law causes.
* **5.2** Ordering silicons to commit suicide or any actions that would be considered grief as a non-antag is strictly prohibited. Silicons who are given such orders should ahelp before carrying them out; however, the person giving the command will still be held responsible.

**6).** We adhere to a modified version of /tg/’s ‘standard operating procedure’ policy and require its use.

* **6.1** Calling the shuttle on red alert to end the round faster despite there being no significant threats to the station will likely result in it being recalled.

# **Antagonist/Lavaland/Ghost Policy**

**1). Antagonists** exist to **move** the **round forward and make things interesting and fun** for everyone involved. Excessively recalling the shuttle to prevent the natural end of the round in order to do your objectives should be avoided and may result in moderator intervention. If you complete your objectives, you may pray to be given additional objectives.

* **1.1. Do not needlessly kill** those you do not need to outside of your objectives and greeting message simply because you can. This includes destroying silicons. Things like covering up evidence, dealing with **pursuing** security officers, ‘Good Samaritans’ on your tail, and removing a witness, are always acceptable examples. Ahelping ideas for gimmicks may grant an exception to this.
* **1.2.** Killing players outside of rule 1.1 must directly further your goal, and you cannot permanently remove these players from the round. For example, killing an engineer to gain departmental access with the objective to steal the CE’s blueprints is acceptable. Killing an engineer for her insulated gloves or access to the prolathe without an objective in that department is not.
* **1.3.** Do not spawn camp or prevent others from entering the round safely.
* **1.4.** Do what is needed for your goals. Destroying half the station when you only need to steal research is an example of going extremely overboard. Causing chaos in a department with a bomb is okay but destroying half the station is not

**2).** If you become an antagonist and do not wish to be one, **ahelp** so that we may set you up with another role and/or give your antagonist status to another player.

**3).** Creatures and those turned into creatures maintain their antag status from their previous form. See the “Returning from the Afterlife” section for more information.

**4).** Ghost spawner roles must follow their flavor text upon taking said role. These roles are meant to allow players to return to the game, and their slots are usually limited. Intentionally wasting spawner slots (e.g. repeatedly suiciding as spawner roles during one round) may result in a ghost role ban.

**5).** Sentient animals, critters, and creatures **are not valid** to be killed by the crew simply for existing  -- they are players too. However, if they are causing trouble, this protection is waived. “Friendly” antags fall under this, but escalation rules are generally relaxed.

**6).** Lavaland spawner roles (such as Ashwalkers and Free Golems) are meant to allow players to return to the game and are only considered valid if aggressive toward crewmembers. See the “Guide on acceptable killing” section at the end of this document.

* **6.1.** Lavaland spawners who enter the station must be peaceful and are held to stricter standards for escalation and roleplay than when on Lavaland. Spawners may not use meta knowledge to seek out the Lavaland mining base and may only enter if invited by crew members. Spawners who are hostile/ willingly impede the station are subject to a ghost role ban.
* **6.2** Spawner roles must follow their flavor text and treat their spawn location (e.g. Charlie station) with the same regard as the main station. Intentionally destroying your spawn location without sufficient IC reason prevents players from rejoining the game and will result in a ghost role ban.

**7).** Rules 6 and 6.1 do **NOT** apply to any Syndicate spawners. These roles are permitted to kill Nanotrasen crew members on sight and similarly may be killed by NT crew.

* **7.1** Spawners at the Syndicate base in Lavaland are **never permitted to leave their base.**
* **7.2** Spawners at the Syndicate ship are allowed to leave their base but must not seek out the Nanotrasen station. **These spawners are never permitted to intentionally approach or board the NT station.** If you accidentally find the NT station you are expected to leave immediately.

**8).** If you disconnect as an antagonist, we will be forced to offer your body to ghosted players after ten minutes without reconnecting. Members of team antagonists (i.e. nuclear/clown operatives or blood brothers) must notify admins that they are leaving through ahelps.

# **Admin Interactions**

**0).** We are friends trying to make a server for friends. Proper feedback is welcome, targetting staff is not.

**1).** Ahelp as soon as possible. Waiting can make things harder or even **impossible** to look into. We do not know what we do not see. The moderation team exists to help Ahelping can bring things to our attention we may miss.

**2).** Provide as **many details** as possible. Generally, your ahelp should include the name of the offending character and a brief description of what happened. This makes it easier for us to figure out an issue.

Bad ahelp: Sec arrested me for no reason

Good ahelp: Sec officer John Smith put me in a cell with no timer for trespassing into science, and I’ve been here for 5 minutes already.

**3).** While players are encouraged to ahelp problems they have in-round, misusing ahelps (e.g. complaining about round type or asking to be an antag) is not acceptable. If your ticket is rejected or marked IC and you wish to have it reviewed, file a staff report.

**4).** Do not lie in ahelps as we can verify any claims made via player logs. If you are unsure of how an event transpired, you are encouraged to look through your logs for verification. Lying in ahelps will result in a ban.

**5).** Respond to Admin PMs as soon as possible so we know you aren’t ignoring the ticket. Even a ‘one moment’ will suffice.

**6).** In-character communication with admins should be done through the prayer option under the IC tab. Prayer can be used to obtain in-game items at the admin’s discretion. This includes TC trades. **Ahelps should not be used in place of prayers for IC issues.** Praying does not guarantee a response, and may result in being smited. Spamming prayers may result in a mute/smiting. **Do not ahelp if your prayer is not answered.**

 Ahelp
 Mhelp
 Prayer

# **Glossary of Malicious Acts and Examples**

**Ban Baiting: Actions/communication that bait staff into banning others.**

This also applies to tricking other players into doing things that would get them banned e.g. telling a new chemist to make a potassium water bomb

**Griefing: Deliberate actions that interfere with/antagonize other players or will take serious effort and time from other players to fix and/or repair.**

Stacking numerous small acts also applies here.

If the combination of all that you are going to do will **take more than ten minutes to repair or replace**, you probably should not do it regardless of if it's ‘just a prank’. This includes things like infinite disposals loops.

Obvious things like floor pills, conveyor belts leading out an airlock, mazes, and other inconveniences do not count as grief, as long as their intentions are not mislabeled or hidden. Like dangerous floor pills being labeled, ‘brute damage pill’.

**Losing is part of the game and does not always equal being griefed.** Excessive complaints about IC deaths may result in a deadchat/ OOC mute.

Examples of grief include:

* Dismantling important machinery like Cryo Tubes or disabling the gravity generator.
* Trapping other players in lockers/rooms while stealing their ID and other unique items.
* Removing other players limbs, drugging, or poisoning them needlessly, or removal of unique items like heirlooms.
* Venting the station to space or blocking off areas of the station.
* Pushing players out of the airlocks on the shuttle

**Kill Baiting:** Baiting others into harming or killing you to escalate an issue, or baiting them into escalation so that you may kill them.

This counts as an over-escalation of an issue. Fights and normally escalated fights are fine however.

**Meta Gaming/ Meta Knowledge:** The use of out of character knowledge or game mechanics to have an advantage in-game.

Examples of this could be:

* Knowing about stealth traitor uplink gear (e.g. sleepy pens) as a non-antag.
	+ This rule does not apply to non-stealth items such as e-swords
* Hiding traitor objective items and other sensitive materials at round start without confirmation of antagonists on the station looking for these items.
* Noticing a character is acting differently than normal and acting on it as them being an antag.
* Metagrudging against players and meta communicating.
* Using discovered knowledge of round type to assume the existence of additional antagonists, this includes expecting exact numbers of antags.
* Going into maint and checking for maint walls to check for Bloodsucker lairs when you aren't security.
* Changing the access of doors or bunkering departments without sufficient IC reasons. This includes building vault doors or turrets.

**Multi Keying:** Using multiple accounts/clients to play the game during the course of a round. This will result in the newer account(s) being permanently banned and any and all notes being transferred to the older account.

**Power Gaming:** Obtaining items/power or doing things outside of the scope of your department or skill range to have a greater advantage. More often than not this is playing to ‘win’, whether it be at a certain mechanic, game mode or anything else. This includes giving others no room or ability to act or ‘win’ themselves. These rules are relaxed for players with antag status.

Examples of this are:

* Breaking in and taking your head of staff’s gear.
* A Head of Personnel giving themself all access.
* Replacing the brig windows with walls at round start.
* Building an exosuit fabricator as an engineer to make yourself a mech.
* Rushing the gateway to get powerful items at round start without permission from the captain.
* Circumventing access restrictions via hacking or using stolen/looted IDs.
* Removing your mindshield or asking others to remove your mindshield

**RDMing (Random Death Match):** Killing or attempting to kill multiple other players without proper cause or reason.

**Self Antagging:** Acting as an enemy of the station when not one, i.e. making yourself ‘valid’. More often than not, these are capital crimes. If it's something only an antag would reasonably do- like bombing a department - don’t do it.

**Valid Hunting:** Searching for / preparing for / dealing with antagonists and criminals without a need or duty to do so. This includes having the intention of eliminating them as a threat to the station. Note that this refers specifically to the *illegitimate* targeting of antags and does *not* include scenarios listed as acceptable in the Guide of Acceptable Antag Killing (e.g. you can’t validhunt a nukie because they are always an acceptable target for all crewmembers).

Being a vigilante within reason is acceptable here such as helping someone getting attacked by another player. If it involves going out of your way to do so though, it's probably going too far.

Examples of this are:

* As an engineer, creating a tesla death trap for those that may break-in.
* As an assistant, stealing a baton and wandering maint because they expect antagonists to be there.
* As a miner, attacking a suspected changeling *who is not actively harming anyone*.
* Attacking or ‘jumping at’ a fellow player simply for having an item an antag would. An example being a chaplain/scientist having a dark blessing/a xeno-biology arm blade or a known space explorer having contraband.

# **Guides on acceptable killing**

*Note: While this guide applies for most scenarios, there is some flexibility on who you can kill so long as it directly furthers your objectives. However, it is generally advised that you ahelp before killing a player that does not fall under these categories. Rule lawyering kills based on the flexibility of this rule will result in your argument being disregarded.*

Highlighted entries denote roles that may cause large scale damage to the station WITHOUT admin approval. For all others, please refer to Antag rule 1.4

### **Guide on acceptable antag killing**

*Note: This guide applies to most scenarios, and very few situations exist where crew members aside from security (as well as silicons and chaplains with proper IC justification) should intentionally seek out antags. This guide is not meant as a replacement of the above rules. Self-defense and other justifications still apply. If you have any questions in-round you are encouraged to ahelp before taking action*