General Standard Operating Procedure

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Revision as of 14:33, 15 October 2022 by AsrielFBI (talk | contribs) (AsrielFBI moved page Legal Standard Operating Procedure to General Standard Operating Procedure without leaving a redirect: The reason of this page was for general SOP, not the LEGAL SOP it was intended to be.)
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Chain of Command and Standards for Heads of Staff

You may ERP on the job as any Role in Command, however you must NOT neglect the station or your duties in doing so. On Blue Alert and Higher, you may be expected to drop ERP in favor of doing your job. Always keep your headset on in the case of an Emergency. Play an Assistant if your only goal as Command is to ERP. You may find yourself with a Job Ban if you continuously neglect the station as Command & Security for ERP. Do not try to early launch the shuttle for any reason (outside of ACTUAL emergencies), and do not raise alert levels without valid threats.

Furthermore, if you intend to go AFK for any period of time, be sure to ahelp ahead of time to ensure that you aren't entirely shirking your duties.


(CPT) Captain: SECURE THE FUCKING NUCLEAR AUTHENTICATION DISK. DO NOT GO OFF THE STATION Z-LEVEL. Do not be a condom. Your Job is to Lead and Delegate orders, not do everything yourself unless absolutely necessary. Communicate with Central Command when absolutely needed for threats to the station. Rely on Security to take care of hunting Antagonists down. Authorize Demotions when absolutely necessary, unless it is another Head of Command, in which case default to Central Command.


(HoP) Head of Personnel: DO NOT LEAVE YOUR FUCKING ID CONSOLE SIGNED IN. Open and close Job Slots as necessary, ensure priority Jobs are marked for what is needed, and work within the other Departments to settle interpersonal disputes as a Liasion. ALWAYS ask other department heads before assigning crew to new jobs or granting access. Do your best not to act as HoPcurity. Defending your Office is one thing, chasing criminals when Security exists is another. You are First in line to be Acting Captain and Second in Command on the Station, if you disagree with something the Head of Personnel says, you must consult the Captain.


(CE) Chief Engineer: Do your best to keep the station fully powered, the lights on, and the hull's breaches repaired. Keep the atmosphere breathable and habitable for all Humans and Anthromorphs alike. If you don't know how to work the engine, the Solar Panels must be wired at a bare minimum. You are Second in line to be Acting Captain.


(RD) Research Director: Allocate research points efficiently. Keep track of your Mechs, ensuring that any and all Combat Mechs do not leave the Robotics bay OR the Security Wing outside of Amber/Red Alert. Do Toxins if you're bored and/or need points. Assist the station in performing upgrades. Don't let the slimes get loose from Xenobiology. You are Third in line to be Acting Captain.


(CMO) Chief Medical Officer: Keep the Fridge stocked with Medicine. Have SOME competency at performing surgeries. Ensure that if a Virus breaks out, that you or the Virologist handles creating a vaccine. You are Fourth in line to be Acting Captain.


(QM) Quartermaster: No Cargonia without Admin Permission. Work with other departments to fulfill orders. Sell off excess amounts of metals and various empty crates as necessary. Keep track of your Shaft Miners by occasionally checking in with them via comms. Don't be stupid and try "collecting taxes". You are Fifth in line to be Acting Captain.



Warden ( HasTheir standards are separated on purpose.) -----


(HoS) Head of Security: Maintain order on the station, provide weapon permits or approval to use weapons as needed, ensure your team is doing their job and do your best to uphold some resemblance of order. You are sixth in line to be acting captain.


(BS) Blueshield: Your job is just to protect the heads of staff, and primarily, the captain. You can be told to protect other heads if it is needed, and you are not to replace anyone's job or act as improvised security. You're a bodyguard. While not an actual head of staff, cannot be demoted without CC approval.




Security Operating procedures

(WRD) Warden: Ensure that the Permabrig is Secure and Safe enough to contain Prisoners. When needed, visit and authorize visitations for Prisoners. Keep the Armory locked down and manage the stock, distributing weapons within reason at Amber Alert and Higher. Contain Evidence and issue reasonable brig times in accordance with Space Laws & Severity. Do not go out of your way to Patrol or make arrests. If you leave the Brig for any reason, ensure that you don't stay out long. You are no longer in line for acting captainship


(PKR) Peacekeeper: Ensure conflicts are de-escalated where possible, prevent escalation of issues and do your best to ensure the station remains peaceful. It is your part, to try and de-escalate encounters, have them reduced and potentially negated in a way that space law punishments won't be necessary, making you the ideal person to prevent security reaction within reason IF you do your best to de-escalate fairly. If de-escalation fails, you can then proceed with normal arrests. You are also expected to handle minor crime violations, managing fines, and providing warnings where applicable.


(SO) Security VirginOfficer: Get shitfaced on Quad-Sec. Go out on Patrol throughout the station. Be aware of your surroundings and listen to your headset. Ensure that you report to your HeadSec/Warden when called. Have some experience being robust in-game. Don't beat the shit out of people too badly (stamina heals easier than brute). Don't try provoking people, demanding taxes, OR dictate Perma-Brig Sentences. The maximum amount of time an Officer can set a suspect's timer for is 20 minutes. Have Sex with Prisoners and Kill them!!! Be sure to check in on your Prisoners regularly, with or without the Warden. They get lonely too. Clock out if you intend to go ERP on Blue Alert or Higher.


As Security, you are expected to actually at least ATTEMPT to go after Criminals. If you find yourself going to ERP instead, have some courtesy to give your Security Gear back and inform the Head of Security, Warden, OR the Head of Personnel to open another slot.


To add on to sec standards and command standards, the Warden is NOT Above the HoS under normal circumstances, just first before the HoS for acting captainship since the Warden theoretically has less to do and can manage the station instead of the HoS. The HoS is in charge of the entirety of brig, no more Warden's taking charge of the brig. Can only boss OFFICERS exclusively if there is a LACK of an HoS. In the event the Warden becomes the acting captain, they only then have the authority to boss around the HoS (IF THE HOS DIDN'T WANT CAPTAINSHIP) and other departments.


Shitcurity DEFINED (or "Why You've Been SecBanned...")

1. You performed a shitty arrest resulting in the bodily harm of another player deemed excessive. 2. You did not clearly state to a suspect (whether over comms or in-person) that they would be under arrest, -BEFORE- proceeding with an arrest. 3. You have been needlessly confrontational, looking for any reason to arrest another player or provoking them to break a law for arrests. 4. You directly disobeyed your HeadSec or Warden if they gave you a reasonable request, or tried to retaliate against it. Demotion falls under this category. 5. You've spent one or more shifts not going out on patrol and instead have only been ERPing or metagrouping with other players, without simply going off-duty to do so. 6. You did not respond to a threat on Amber Alert or Higher, or show any intent to do so. This includes going AFK as a Security Officer and not Cryoing out to free up a slot. 7. You've taken items from another player that are not seen as contraband and refused to return them. 8. The above, number seven, does not apply during a jailtime or cell time, but items must still be returned after with contraband being defined in spacelaw.

NOTE!

Security personnel are now also required to only uphold Space Law on their station specifically, that means no pursuing criminals off the station Z-level, like gateway or different space Z-levels. The farthest an officer is allowed to pursue, are the neighboring asteroids, if your screen "glitches" you've gone too far into space. The lavaland outpost interior is also part of the station. Pursuit should not go far from the outpost itself.

Adding on, this is not an invitation to flee to these selected places, as going there would be ICly considered as a death sentence. Fleeing to these locations should be for antags exclusively.


Use of Force guidelines:

Disablers/baton/flashes: To be used as the go to for most arrests, a harmless method of subduing or incapacitating suspects for the purpose of arrest.

Rubbers/flashbangs/crowd control: To be used only if the resisting suspect is violent, IE: shoving, punching or attacking using a handheld object.

Lethals and above: To be used only when the suspect is actively resisting, and using a deadly weapon to do so, including firearms loaded with rubbers, security grade disablers, or harmful handheld weapons like fireaxes or Eswords.

NOTE If you are unsure what tier to use, default to the tier below, as violating this may constitute violations of sec standards, and may result in security bans or rule breaks.



Alert procedures

Green alert: Low risk operations, security, much like standard crew are allowed to equip and use whatever they see fit within reason. Reason, being what they can have without commiting a crime to obtain.

Blue alert: A call for potential concern, where personnel are to be vigilant for any signs of threats, functionally no different from green alert.

Amber alert: A situation for security personnel to be on-hand and actively handling situations. Depending on the severity of events that happens on this alert and above, space laws can be overlooked or treated later in favor of handling threats.

Red Alert: A major situation where the crew are expected to break out arms if able, security are to act as directors for shifting efforts towards specific locations, or handling said issues themselves.

Delta Alert: Imminent station destruction, it is likely the station nuke has been activated, or a situation may result in the destruction of the station in a few moments. Personnel are to obey security and command structures where applicable, or face field executions.


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



Silicon Standards

SS-1A: As a general rule of thumb, AIs are expected to be friendlier, regardless of their status as a criminal mind and such. Positronics especially will be expected to be nicer to crew or individuals in general as to more properly fit a theme of order to some extent. Granted, some depictions of ruder AIs can be allowed within reason, not as a license to act malicious, but perhaps to fit a certain personality. Reason being, the MMIs (Man-Machine Interfaces) causes the brains to act in a specific way, usually dictated by laws.


SS-1B: To clarify, directly disobeying your laws can and should be met with silicon bans, you have the ability to request law changes and can use that whenever. IF your laws dictate you to do something, ensure it breaks none of the in-game-rules if you're unsure, Ahelp it. For example, being lawless doesn't mean you can vent everything since that creates an unliveable space and in general, a hazard. For these reasons, you can also be silicon banned.


SS-2A: Off-station, or other silicons that are created off-station, are to identify their place of awakening as their assigned station, in addition, even if you are lawless, you are not permitted to act against your station, or the actual station. EVEN IF you have laws to do so. If you must attack the station as an off-station role, you Ahelp it as specified in prototype-antagonist-standards


SS-2B: These standards are intended to give some silicons a little more freedom, as it can often happen that laws can force players or the silicon players to act in ways they dislike. Allowing these freedoms is intended to create a more enjoyable environment. But, should an AI act unreasonable with a certain lawset, or none at all, this can be acted on ICly, and the AI/borg should not attempt to needlessly murder, or create hazards simply because their laws need to be repaired.


SS-3A: Borgs can Ahelp for a security module, typically it requires approval from the Captain, Research Director, Head of security, or the next in the chain of command. In doing so, you will be provided a lawset like, or similar to Robocop, you can request personal changes, but in general, you will be required to follow space law. Abusing this, or failing to enforce space law under these conditions, may result in silicon or even security jobbans.


SS-3B: It CAN be requested to not have a law for enforcing space law, and it is not required for off-station borgs, but for station borgs, it is strongly recommended. Otherwise, same approval to have, or not have a law relating to enforcing space law. Even then, you still are able to request law changes.


ANTAGONIST STANDARDS


BEFORE REQUESTING or GIVING an ANTAG ROLE

Make sure that at least each and every one of them has a certain gimmick that will add to the round without causing chaos, that they have purpose and that the gimmick at least tends towards lewdness in some manner. If a person lacks a gimmick or if their gimmick does not have a lewd part to it, you may ask them about lewdifying it. You're not really obligated to make a gimmick or objectives for them if you think there are already enough antags running around in the round, in which case you may just deny their request.

There may be some antags whose objective is not to be lewd but at the very least friendly, but try and keep nonlewds to a minimum especially when there are already other antags around.

Straight up chaotic antags are to be avoided at all costs, unless organized or it's some sort of event for the station.


In all cases for Antagonists, you may have the option for Peace. This must be made as clear as possible to the Crew beforehand, either through ahelping for a Central Command report, or simply engaging with the players in a meaningful way that doesn't include violence.


IF YOU AHELP FOR A CENTRAL COMMAND REPORT FOR PEACE, AND YOU ACT VIOLENTLY TOWARD THE CREW BEFORE THEY ACT VIOLENTLY TOWARD YOU, YOU WILL BE ANTAG-BANNED ON THE SPOT.

Or if you are asked my cc via report to not attack an antag you could be command banned if you do not heed the notice

Antagonist by Ghost Role (OR Ashzards, SyndieLissies, and Off-Station Loners.) In all Ghost Roles and other Off-Station Roles, ahelp before taking aggressive actions toward the station. For example, if you are an Ashwalker that has found the Lavaland Mining Base with no Miners around, ahelp before attempting to break inside. Failure to do so may result in a Ghost-Role ban. This WILL extend to ALL GHOST ROLES. Ashwalkers (Eastern & Western): If you encounter other players out in Lavaland you are not to execute them, nor sacrifice them to your respective tendrils. ERP (Non-Con or Otherwise) are up to the OOC-Consenting Parties, however the aim is for a positive roleplay experience- Not mechanically-rewarded combat between the two factions.


Syndicate Listening Post Workers: YOU MAY NOT AUTHORIZE EXECUTIONS UNDER THE GUISE OF CENTRAL COMMAND. Non-Negotiable no matter how much fun you think it is. Inciting gay-ass riots is also out-of-the-question, however you're free to commit a little tomfoolery against the station crew (That isn't causing them to get arrested or hunted, try to avoid pretending to be crew persons.) Do NOT provoke the Crew into coming to the Listening Post for a Showdown without Ahelp Approval. The same goes for Crew attempting to stage an attack on the Listening Post- They must ahelp first before breaking in.


Hermits / Beach Bums & Lifeguards / Off-Station Roles: Typically, you are expected and usually required to stay at your post especially if specified as doing so (I.E. Space Hotel Workers). Should you decide to go to the station as a non-crew, expect to be found out and possibly executed should you act like a piece of shit. Nobody will require anything of you, but nobody will be expected to help you- And Central Command will treat you as an Enemy of the Station with enough evidence. (You also require admin approval to board the station.)


Lewd Antags (make sure you have a gimmick or a good idea worth babysitting)


Slavers: The various Space-Faring Slavers that inhabit the galaxy are treated as a Moderate Threat, depending on their intent with the station. In almost all instances, that intent will be to gather as many LIVING crew to be sold or used at will. ALWAYS ALWAYS ALWAYS defer to Non-Lethal means for engagement. A dead Slave means a bloody hole, and nobody likes that.


Wizards: Typically, Wizards are hand-selected for their own offered gimmicks, and are allowed within reason. These gimmicks should always be friendly or ERP-centric, without getting the crew to go completely aggressive. Wizards are to be almost always considered Friendly, unless proven otherwise OR if the Captain / Central Command has designated them as an actual threat. Do not ask for more spells or gear through ahelp/prayer, you get more than enough.


Changeling (Xenobiology Changelings included): These creatures, while horrifying in their true form, are typically only aboard the station to take the shape of a Sexually-Attractive Crewmember for the express purpose of reproduction pleasure. Try your best not to take too much advantage of the freedom given in impersonating other players, and if someone demands that you stop ERPing as their character (via ticket or otherwise) that you must concede. Otherwise, arm blades and all other abilities should be used only in true self defense.


Traitor: Get Fucked. From this point going forward, Traitors should stick to non-lethal objectives given to them at all times, and should ahelp out of more lethal ones outside of special circumstances (I.E. Admin Intervention/Permission, etc.). If an Antagonist has no option but to kill somebody while going through with their tasks, it should be done in such a way so as to make sure the body is recoverable and able to be found easily. Do NOT continue attacking a corpse to destroy the organs or make it more and more difficult to be revived. Do you have an ERP-Centric Idea? Want to contribute to the shift with the Antagonist Gear without trashing the station or Security because you can? Ask for Custom Objectives, today! Impress enough of the staff and find yourself rolling Antagonist much more often.


Nightmare (These suck ass tbh): Due to persistent, whiney bullshit from Engineering, Nightmares will be Cucked until Further Notice. If you break even a single APC, expect to be made valid on the spot. Don't like this? Don't break the APCs. Lightbulbs are fair game, however bare in mind that the crew will not like this either, and will admittedly be justified in kicking the shit out of you in this case too. Try to reason with the crew and get your own location in maintenance/a department, or be carried around in a locker to be able to interact with others in more, well-lit areas. It's also gonna be a really wise idea to ahelp before you break any APCs to show you're going to go aggressive as a Nightmare.