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=== Zombies === | === Zombies === | ||
* Zombies <span style="color:red">may not</span> attack borgs unless they were provoked. They do not inherently view them as food. If provoked, they may continue attacking the borg until their chassis is destroyed. | * Zombies <span style="color:red">may not</span> attack borgs unless they were provoked. {{AnchorLink|zombies-borg-attack}} | ||
** They do not inherently view them as food. | |||
** If provoked, <span style="color:green">they may</span> continue attacking the borg until their chassis is destroyed. | |||
* Zombies <span style="color:red">may not</span> attack or destroy structures unless they know there is food (living beings) behind them. {{AnchorLink|zombies-structure-damage}} | * Zombies <span style="color:red">may not</span> attack or destroy structures unless they know there is food (living beings) behind them. {{AnchorLink|zombies-structure-damage}} | ||
* Zombies <span style="color:red">may not</span> be non-hostile. {{AnchorLink|zombies-always-hostile}} | * Zombies <span style="color:red">may not</span> be non-hostile. {{AnchorLink|zombies-always-hostile}} | ||
Revision as of 12:45, 25 March 2026
Note: I am just collecting stuff here from memory, this hasn't been reviewed by Headmins yet.
Concerning Antagonists
Antagonistic Ghost Roles
- Playing Xeno, Rat King, Entropic Colossus and similar ghost roles as non-hostile is not allowed. [ Link ]
- You may act friendly towards crew to mislead and trap them or otherwise aid you in your objectives, but you have to turn hostile at some point.
Space Ninjas
- Ninjas may be treated as crit-to-detain or KOS, even if they have not taken antagonistic action yet. [ Link ]
- You should still respect their attempts at roleplay.
Zombies
- Zombies may not attack borgs unless they were provoked. [ Link ]
- They do not inherently view them as food.
- If provoked, they may continue attacking the borg until their chassis is destroyed.
- Zombies may not attack or destroy structures unless they know there is food (living beings) behind them. [ Link ]
- Zombies may not be non-hostile. [ Link ]
- Zombies may not hide in disposal chutes or flush them. [ Link ]
Traitors
- Crew, including Security, may capture and compromise syndicate comms with proper permits. [ Link ]
Concerning Mechanics
General
- Felinids and other species that can enter duffel bags may not abuse this mechanic to avoid being damaged. [ Link ]
- This means: They may hide in them if they are still "undetected", but they should not enter a bag during combat or while being pursued in order to make being damaged impossible.
Borging
- Any laws you receive after being borged supersede your antag objectives. [ Link ]
- This means: A borged nukie in a Crewsimov chassis may not attack people.
Engineering
- GarTEGs and other constructions that abuse game implementation details to produce something in vast quantities are not allowed. [ Link ]
- They make little sense ICly, look and feel unsafe and are generally too "game-y".
- Rule of thumb: The things you construct should make sense and not recklessly expose other crew to danger from an IC perspective.