User:H42/WIP:Escalation
Escalation Steps
The following levels are the steps involved with escalation, when combat starts for the first time it begins at level 1.
- Unarmed combat, excluding martial arts.
- Combat involving non-weapon items or weapons which are designed to exhaust or repel, rather than kill.
- Lethal combat and the use of deadly weapons. Depending on your role, you may be exempt from these steps. For example, traitors are welcome to kill anyone who attack them, regardless of escalation. See "Faction Escalation" below for more details.
Aggressors and Defenders
Aggressors
The aggressor is:
- The person who strikes first at the beginning of combat.
- The player that is currently trespassing.
- The person chasing someone else who is attempting to flee combat, unless this is the second time the fleeing player initiated combat against the pursuing player during a combat.
The aggressor must not escalate past what the defending player has responded with, and must seek medical treatment for their victim in the first instance of combat with someone.
Defenders
The defender is:
- The person who is being attacked at the start of combat.
- Anyone actively trying to leave the area and avoid further combat.
The defender may escalate one level above what the aggressor has used against them.
Escalation Policy
This policy further lays out how conflicts are expected to be resolved. Any breaches of this policy will be classified as self-antag.
Escalation Policy |
---|
|
Faction Escalation
Certain factions or antagonists have their own additions to the escalation policy that allow for different responses towards other players.
- Station - Aligned to the station and should be friendly towards crew. Should not be attempting to unnecessarily start conflict.
- Neutral - Neutral roles have no alignment and do not need to be friendly towards the station, but should not immediately attack either. Both sides may skip to the 'kill' phase of escalation if the other side is the one to initiate combat.
- Hostile - Hostile roles are against the station and may start the 'kill' phase of escalation immediately without any prior interaction.
- Hostile roles follow the antagonist policy but may have some additional privileges outlined below.
- If the hostile role is a member of the station's crew, security must follow space law and make attempts to revive the victim if the situation permits.
- The crew must make a reasonable attempt to deconvert hostile roles that are known to be deconvertable.
Not all factions are immediately obvious, once a character appears to be a part of a certain faction, or is performing actions that a specific faction would follow, then the appropriate response may be followed.
Role and Faction | Alignment | Special notes |
---|---|---|
Station Crew (Nanotrasen) | Station | |
Transformed Station Crew | Station | |
Rescued Derelict Crew | Neutral | |
Slaved Golems | Neutral (Special) | Aligned to their master only. |
Free Golems | Neutral | |
Silicons | Neutral | Have no alignment, but are bound by their laws. Crew escalating against silicons should seek to have the units repaired. |
Malfunctioning Silicons | Hostile | May completely ignore other laws due to law 0. May perform high-impact actions freely when their AI triggers doomsday/delta alert, but are allowed to defend themselves from hostile crew. |
Malfunctioning AI | Hostile | May perform high-impact actions against all crew after the doomsday has been activated, which can be done once the crew is making attempts to destroy it. |
Traitor (Syndicate) | Hostile | The 'hijack the emergency shuttle...' and 'die a glorious death' objectives allow high-impact actions against all crew. |
Blood Brother (Syndicate) | Hostile | The 'hijack the emergency shuttle...' and 'die a glorious death' objectives allow high-impact actions against all crew. |
Changeling (Syndicate) | Hostile | The 'hijack the emergency shuttle...' and 'die a glorious death' objectives allow high-impact actions against all crew. |
Brainwashing Victims | Neutral | Must follow their directives and may perform high-impact actions if the situation calls for it. The station may respond with reasonable force to capture and deconvert anybody who appears to be assisting a known threat to the station. |
Nuclear Operatives (Syndicate) | Hostile | May perform high-impact actions against all crew. |
Heretic | Hostile | Ascending allows for high-impact actions to be enacted against all crew. Security must follow space law until ascension. |
Blood Cult (Nar'sie) | Hostile | High-impact actions allowed against all crew after ascending, and against unconvertable crew at all times. |
Clockwork Cult (Ratvar) | Hostile | High-impact actions allowed against all crew on Reebe, against unconvertable crew at all times, and against crew which pose a serious threat to the defense of Reebe. |
Space Wizard (Federation) | Hostile | May perform high-impact actions against all crew. |
Space Ninja (Spider Clan) | Hostile | May kill anyone who witnesses them pursuing an object. |
Revolutionary | Hostile | High-impact actions are permitted against targets and anyone that cannot be converted. |
Pyroclastic Slime | Hostile | May perform high-impact actions against all crew. |
Sentient Animals | Neutral (Special) | Aligned to their master only, otherwise are neutral. The station may treat all slimes as hostile. |
Teratoma | Hostile | Must never perform high-impact actions. |
Morph | Hostile | Must not use high-impact actions, but may kill all crew for the sake of consuming them. |
Swarmer | Hostile | Must not perform any actions that make the station untenable. |
Abductors | Hostile | Must not use high-impact actions to achieve their objective, but may use lethal force if they are forced to. |
Obssessed | Hostile | |
Xenomorph | Hostile | May freely kill to reproduce. |
Space Pirate | Hostile | |
Revenant | Hostile | |
Nightmare | Hostile | May freely kill any crew creating light through low-impact means. May not use high-impact actions to achieve their objective. |
Ashwalker | Hostile | May sacrifice outsiders to the necropolis and are hostile towards all non-ashwalkers. Do not seek entry to the station, do not seek to befriend outsiders or invaders. |
Lifebringer | Neutral | |
Veterinarian and Hermit | Neutral | |
Beach Bartender and Bum | Neutral | |
Lavaland Syndicate | Hostile | Must not leave their base. |
Space Dragon | Hostile | May kill crew to regain health. |
Giant Spiders | Hostile | May kill crew to reproduce. |
Blob | Hostile | High-impact actions are always allowed. |
Fugitives/Spacepol | Neutral | May perform high-impact actions against the other party. Crew response is determined by in-character actions. |
9 Do Not Self-Antag
Do not behave like an antagonist if you are not an antagonist. As an employee of Nanotrasen and should want to keep your job, but you are not required to be fanatically loyal towards them. Follow Escalation Policy in any altercations and ensure that your character's actions make sense when they may be detrimental to the station or other crew.
Roles which are hostile to the station according to escalation policy may ignore this rule entirely.
R9 Key information |
---|
|