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Administrative Rulings: Difference between revisions

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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. {{AnchorLink|zombies-borg-attack}}
* 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.