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 have a non-harmful damage component (even if they do cause harmful damage in the process).
- Lethal combat and the use of deadly weapons.
Escalation Policy
This policy lays out how conflicts are expected to be resolved, and any breaches of this policy will be classified as either over-escalation or self-antag depending on the severity of the breach.
Escalation Policy
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- Non-antagonists starting combat without prior interactions that give them a reason to fight is considered self-antag.
- The aggressor is the person who initiated combat, the defender is the person who had the combat initiated against them.
- The aggressor may not escalate past what the defending players has responded with.
- In the first instance of combat with a specific player, if you are the aggressor then you must attempt to seek medical treatment for your victim.
- Someone breaking into a department will be considered the aggressor if combat inside the department is initiated against them.
- Attacking someone who is fleeing combat will make the pursuing player the aggressor, unless this is the second time they initiated combat against the pursuing player.
- The defender may escalate 1 level above what the aggressor has used against them.
- Acting as the aggressor against an antagonist will be considered validhunting.
- If security is no longer able to protect the station from a threat taking control of the station or a department, the crew may form a guerilla and may act as the aggressor against an antagonist.
- Witnessing someone initiate combat against another player allows you to participate in the defense against the aggressor, but you must not escalate.
- Members of security always fall under 1.1 when using strictly non-lethal weapons to complete an arrest unless they fail to declare the reason for arrest to the victim.
- Seeking out combat, or joining combat in progress which you did not witness the start of makes you the aggressor.
- Hostile antagonists do not follow escalation policy and instead have their own rules of engagement (See antagonist conduct and the table below).
- In the case of group combat, the actions of one member of a group constitute actions of all members of the group. For each combat encounter, there is only 1 group of aggressors and 1 group of defenders.
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Faction Escalation
- Station - Aligned to the station and should be friendly towards crew. Should not be attempting to unnecessarilly 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 attempts 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.
Escalation Guidelines
Role and Faction
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!Alignment
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Special notes
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Station Crew (Nanotrasen)
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Station
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Transformed Station Crew
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Station
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Rescued Derelict Crew
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Neutral
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Slaved Golems
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Neutral (Special)
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Aligned to their master only.
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Free Golems
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Neutral
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Silicons
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Neutral
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Have no alignment, but are bound by their laws. Crew escalating against silicons should seek to have the units repaired.
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Malfunctioning Silicons
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Hostile
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May completely ignore other laws due to law 0. May not murderbone freely until their AI triggers doomsday/delta alert, but is allowed to defend itself from hostile crew.
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Malfunctioning AI
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Hostile
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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.
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Traitor (Syndicate)
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Hostile
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The 'hijack' and 'die a glorious death' objectives allow high-impact actions against all crew.
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Blood Brother (Syndicate)
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Hostile
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The 'hijack' and 'die a glorious death' objectives allow high-impact actions against all crew.
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Changeling (Syndicate)
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Hostile
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The 'hijack' and 'die a glorious death' objectives allow high-impact actions against all crew.
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Brainwashing Victims
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Special
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Must follow their directives. The station may respond with reasonable force to capture and deconvert anybody who appears to be assisting a known threat to the station.
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Nuclear Operatives (Syndicate)
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Hostile
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May perform high-impact actions against all crew.
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Heretic
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Hostile
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Ascending allows for high-impact actions to be enacted against all crew. Security must follow space law until ascension.
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Blood Cult (Nar'sie)
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Hostile
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High-impact actions allowed against all crew after ascending, and against unconvertable crew at all times.
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Clockwork Cult (Ratvar)
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Hostile
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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.
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Space Wizard (Federation)
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Hostile
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May perform high-impact actions against all crew.
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Space Ninja (Spider Clan)
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Hostile
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May kill anyone who witnesses them pursuing an object.
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Revolutionary
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Hostile
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High-impact actions allowed against targets and anyone that cannot be converted.
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Pyroclastic Slime
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Hostile
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May perform high-impact actions against all crew.
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Sentient Animals
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Neutral (Special)
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Aligned to their master only, otherwise are neutral. The station may treat all slimes as hostile.
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Maintenance Teratoma
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Hostile
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Can never perform high-impact actions.
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Other Teratoma
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Hostile
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Can never perform high-impact actions, but may kill crew in isolation using low-impact means.
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Morph
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Hostile
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Can not use high-impact actions, but may kill all crew for the sake of consuming them.
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Swarmer
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Hostile
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May not perform any actions that make the station untenable.
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Abductors
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Hostile
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May not use high-impact actions to achieve their objective, but may use lethal force if they are forced to.
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Obssessed
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Hostile
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Xenomorph
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Hostile
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May freely kill to reproduce.
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Space Pirate
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Hostile
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Revenant
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Hostile
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Nightmare
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Hostile
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May freely kill any crew creating light through low-impact means. May not use high-impact actions to achieve their objective.
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Ashwalker
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Hostile
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May sacrifice outsiders to the necropolis and is hostile towards all non-ashwalkers.
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Lifebringer
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Neutral
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Veterinarian
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Neutral
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Beach Bartender and Bum
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Neutral
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Lavaland Syndicate
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Hostile
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May not leave their base.
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Space Dragon
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Hostile
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May kill crew to regain health.
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Giant Spiders
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Hostile
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May kill crew to reproduce.
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Blob
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Hostile
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High-impact actions are always allowed.
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Fugitives/Spacepol
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Neutral
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May perform high-impact actions against their other party. Crew response is determined by in-character actions.
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