2 years ago
# k08REeimy5QTCjjGAdvanced Rules & Exceptions:
Below is a list of advanced server rules, examples & exceptions. We do not expect players to have all these things memorized, however, clearly malicious or abusive activity will not be tolerated.
Table of Contents:
Section A :Faction Mechanics
Section B : Class Mechanics
Section C : Acceptable PK reasons
Section D : Application & Exceptions
Section E : War Reasons
Section X : Misc. Server rules
SECTION A: Unique Faction Rules
New California Republic:
- Characters sent to the 'NCRCF' must have an admissions submission made within 24 hours of them being sent else the
entire process & penalty is voided for the victim character
- While mugging, if NCR ONLY takes chems from a person then they may hang them on the gallows (Avoiding the rule of no killing after you've mugged) [They do not need to mug in order to hang of course] CAN ONLY TAKE ILLEGAL CHEMS
Order of the Eternal Abyss: [custom faction: rule will void if converted]
- Cannot forcefully convert someone into a 'Cyber' or 'Synth'
- Implants purchased from OEA CANNOT be stolen
House Industries: [custom faction: rule will void if converted]
- NLR does not apply: House robots remember all interactions that take place even after being killed, however cannot return to the place they died.
- You must follow your programming at all times, you have no free will, you cannot defect, you cannot betray the faction, and you cannot disobey orders.
- Although The Strip gate (The area before the teleporter into the strip) is considered part of House Industries/Families base, House Industries/Families are able to be ambushed within the area.
Unity: [custom faction: rule will void if converted]
- Can forcefully convert someone WITH a PK REASON into a Super Mutant
- Unity is the only faction that is able to control the Behemoth whilst they have a player within their faction controlling it
- Unity Centaurs are Optional KOS unless they are accompanied by a Unity member in armor.
Vault-Tec: [custom faction: rule will void if converted]
- You cannot access the the overseers inner room without being in the Vault-Tec faction
Big Mountain: [custom faction: rule will void if converted]
- Can forcefully convert someone WITH a PK REASON into a Lobotomite
- BRAIN BANK: BigMT can store individuals 'Brains' in the brain bank to revive someone who previously stored their brain the bank. However, this process requires the body of a willing or unwilling victim (WITH PK REASON) to take the body of. The victim will then be PK'd and previously dead alive/revived. This process does not render the user a 'Lobotomite' at any point.
[Previous pk reasons are wiped on a person once resurrected.]
-Lobotomites are not allowed to defect on their own from BigMT
- Think Tanks (Brain Jars) do not abide by fearRP or hacking combatRP rolls.
- If you are Brain Banked, and Think Tank have a pk reason on you (or a bteam approved circumstance), they may destroy your brain to pk you at any time without having to kidnap you. This pk must both be approved to be done by a TT HC and the reason must have been gotten while the pker was in TT.
- [Ghost Injection Rule] BigMT MUST RP'ly interact with a player before injecting them with the ghost virus
- BigMT generators CANNOT be put near/in a faction spawn [This includes waster spawns] [Does not include BigMT's spawn]
- Injectors can't be used on your enemies in Raid/Wars/Hostilities/Conquests.
- Ghost Generators can be used during raids
- Ghost Generators can be placed in a way where you must go into the infection to shoot it, however, you can no remotely prop block it in any way whatsoever.
- Ghosts MUST follow orders of BigMT , but if given no order must attack anyone and everyone (Excluding BigMT).
- Generators can only be placed during prep time of War/Conquest.
- Ghosts are unable to loot.
- Ghosts cannot manage inventory while in ghost form (Ex; do chems, use doorbusts, etc)
- Using a stealthboy to place a generator in the middle of a massive crowd is considered FailRP/Loopholing the ROE rules.
The Enclave:
-Enclave must have a PK reason to unmutify a mutant
-Enclave are able to unghoulify without a PK reason
-Enclave mst have a PK reason to turn individuals into Centaurs
The Caesars Legion:
- While mugging, if Legion ONLY takes chems from a person then they may crucify them (Avoiding the rule of no killing after you've mugged) [They do not need to mug in order to crucify of course] CAN ONLY TAKE ILLEGAL CHEMS
- Legion Frumentarii may change their names for the purpose of infiltration with B-Team approval
Chimera: [custom faction: rule will void if converted]
- [Ghost Injection Rule] Chimera MUST RP'ly interact with a player before injecting them with the ghost virus
- Chimera generators CANNOT be put near/in a faction spawn [This includes waster spawns] [Does not include Chimera's spawn]
- Injectors can't be used on your enemies in Raid/Wars/Hostilities/Conquests.
- Ghost Generators can be used during raids
- Ghost Generators can be placed in a way where you must go into the infection to shoot it, however, you can no remotely prop block it in any way whatsoever.
- Ghosts MUST follow orders of Chimera, but if given no order must attack anyone and everyone (Excluding Chimera).
- Generators can only be placed during prep time of War/Conquest.
- Ghosts are unable to loot.
- Ghosts cannot manage inventory while in ghost form (Ex; do chems, use doorbusts, etc)
- Chimera may not hover the Gambit over an enemy faction base they are in conflict with.
- Using a stealthboy to place a generator in the middle of a massive crowd is considered FailRP/Loopholing the ROE rules.
Conversion Factions:
The following factions have the ability to convert players into other creatures/classes
- Unity: Super Mutant/Ghoul
- House Industries: Robot
- Institute: Synth / Super Mutant
- Enclave: Ghoul / Super Mutant / Abominations (If approved by B-Team)
- Cyber Initiative: Robots
- Big Mountain: Think Tanks
Reminder: You cannot NLR/Kill someone after you have convert them into a Ghoul.
This is the list as of 03/22/2022: Any research projects approved after this date may override or add upon this roster of conversion factions. Do not worry about this unless you are the one being 'converted'.
Goodneighbor: [custom faction: rule will void if converted]
This faction has the following perks:
- Advanced Robotics Re-coder (+20 Hacking Bonus if Railroad class)
- Ability to hack & re-code a robot: freeing them from any prior obligations to any faction whatsoever
- Ability to transfer the hardware from one robot to another [EX: Convert a Securitron into a Sentrybot]
- Advanced robotic research tools (x2 Research Speed on: Vehicles & Robot based projects)
- May change the name of a synth after freeing them once [may only be done by Railroad members] (can only be done to a free'd synth, and must be done right after freeing them)
Followers of the Apocalypse: [custom faction: rule will void if converted]
This faction has the following perks:
- 1.50x research boost
The Boomers: [custom faction: rule will void if converted]
This faction has the following perks:
-Able to advert a 5 second warning to those approaching their faction Base.
Nuka-Cola Company: [custom faction: rule will void if converted]
This faction has the following perks:
-Able to set up to 2 Vendors in the wasteland to sell Nuka Cola.
Cyber Initiative: [custom faction: rule will void if converted]
- If someone converts them self into a cyber without being in the cyber faction and without their consent they can PK you for it.
The Forged: [custom faction: rule will void if converted]
- The Forged may not hover the Gambit over an enemy faction base they are in conflict with.
Talon Company:
- Twice a month Talon Company can accept a PK Contract with the approval of B-Team
- The victim (player w/ PK reason) does not have to be present when Talon Company, initiates the PK sit in-game with staff.
- The PK must be done at Talon Co. base
- The PK Reason and actual PK (sit) must be validated through B-Team
- Once the contract has been accepted the Victim (player w/ PK reason) can NOT pursue for a PK on his free time
- The minimum payment for said contract is at 65,000c
- Note to Talon HC, if service is done for free or cheap, the entire system will be removed from Talon Company
- Talon Co. must remain in armor while actively completing the contract
- Talon Co. can be held responsible for any PK repercussions (Revenge PK/War)
Summary/Example: NCR Trooper is severely tortured by a Legion Centurion, the NCR trooper contracts the Talon Co to preform the PK in his place. The NCR Trooper will be pay the price negotiated, after the contract and PK has been approved by B-Team. Once the transaction has completed, the PK reason will transfer to Talon to execute and the NCR trooper can NOT PK that Legion Centurion during that time. The NCR trooper does NOT have to be online during the PK.
Guilded Factions/Waster Guilds:
- Factions Territories claimed through the guild system are NOT an OKOS zone.
Cores Mugging:
- Legion may chem mug people without a PK reason being put on them
- NCR may chem mug people without a PK reason being put on them if the individual is arrested [Brought back to base and handcuffed]
- Enclave may steal back "Enclave Access Pads" without a PK reason being put on them
- BOS may tech mug Tech Recycler frames and scrap electronics from people without a PK reason being put on them
[Note: These items cannot be taken or forced out from backpacks.]
Confederation Faction Rules:
- Confederation MUST be in the same base location (Ex: Same building, cave, etc)
- Confederation will only receive 1 faction pay
- Confederation will be limited to the perma props of 1 as they are counted as 1 (Ex: Cores 10, Custom 5)
- Confederation all count as 1 despite multiple whitelist (Meaning 2 SOL , 2 Chimera and 3 Unity makes them raidable)
- All Confederation faction merges must be approved by a bteam vote
- If a Confederation wishes to declare a war, that faction needs to have +4 beyond the standard 8 people for the war to be valid (ex. A confederation of 3 factions wish to declare a war, the opposing side would need 16 people on.)
SECTION B: Advanced Class Rules
Cybers: [custom class: void if removed]
- Cannot wear armor
- Still has memories/personality of previous human body
- Does NOT feel Fear, cannot FearRP
- Cannot do Chems
- Can be hacked
Midwestern Brotherhood of Steel, Calculator Bots: [custom class: void if removed]
- Cannot wear armor
- Does NOT feel Fear, cannot FearRP
- Cannot do Chems
- Can be hacked
Synth ( Replicant )
- Can wear armor
- Must remove armor if demanded to do so (in the context of a Synth check)
- Still has memories/personality of self unless specified to not
- Cannot be hacked
- Can be PK'd for being a Synth (Changing you back into a human afterwards)
- Can negate PK if applied by The Institute directly
Lobotomite: [custom class: void if removed]
- Cannot feel fear (MUST BE IN: THINK TANK TO APPLY): FearRP Does NOT apply
- MUST play as if heavily mentally handicapped
Railroad Member: [custom class: void if removed]
- Advanced Robotics Re-coder (+20 Hacking Bonus if Railroad class)
Being in the "Goodneighbor" faction does not qualify you for this unless specifically part of Railroad
Robot: Donation Whitelist and Applicable classes
- Looting Ability (Able to take items from Loot boxes):
Eyebots [No]
Sentry [No]
Protectrons [Yes]
Gutsy [Yes]
-Communicating Ability (Able to use mic/type)
Eyebots [No]
Sentry [Yes]
Protections [Yes]
Gutsy [Yes]
- Robots are unable to mug and or brand other players, however, can still kidnap. Robots assisting in PKable activities are still able to be PK'd (An AO helps some Chimera humans mug someone, the AO can be PK'd).
- Cannot be mugged or branded, to check a robot's inventory, you have to hack them.
- To hack a robot forcefully, you must have 2 people surrounding the robot, one player may do a /me to hack the robot. Both the player and robot then roll. If the robot wins the roll, they may run away or initiate combat. If the hacker wins the roll, the robot has to listen to the hacker until the robot dies. If the hacker fails the roll, no one else in the group may attempt to hack the robot, and they cannot engage in combat unless the robot engages first.
- To hack passively, the hacker must ask the robot's permission to hack them, then you do a /me. If the hacker rolls 50 or above, they have hacked the robot and they do as the hacker pleases until the robot dies. If the hacker fails, they can't hack the robot again unless the robot allows it.
- All robots except from AOs, Cybers, Cyborgs, Think Tanks and Securitrons are unable to take items from an extractor. They are able to claim it, however they are unable to take items from them.
Ferals/Creature:
Cannot Loot
Cannot Farm
Cannot Make Caps
Ghouls Are KOS
Creatures are Optional KOS
SECTION C: Acceptable PK Reasons
Below is a list of contextual situations that are considered to be valid "PK request" reasons
1.) Dishonorable Defection (Leaving with faction equipment without approval by the officers of said faction)
2.) Selling Faction Armor (on any platform ; if you had even attempted in the past to sell it, this is valid)
3.) Espionage / Sabotage (Infiltration of a faction to damage function of or gather information from within)
4.) Revenge (Killing someone who PK'd a close friend of yours)
5.) Mugging (Taking items forcefully from someone)
6.) Torture via Branding (Being forcefully branded by captures)
7.) Cover-up (Killing someone who knows information that can/will directly harm faction relations or render your life at risk via PK)
8.) Researcher working on a project (Killing an enemy faction researcher with direct proof of the project they are working on. The PK reason becomes voided if the project is posted on the forums - however, if the posted project is denied, the PK reason becomes active once again (Unless the project is scrapped in its entirety.))
9.) Betrayal of Principle (Killing someone who betrays the faction ideals they had sworn allegiance to)
10.) Honorary Suicide (Only accepted if a life changing event takes place; this requires a b-team members approval)
12.) Event Results (An event specified by B-Team+; no restrictions applied to this type)
13.) B-Team Approved Situation (A unique situation that a b-team member is required to approve the validity of for a PK)
14.) Forceful Transformation (Forcefully "ghoulifying" or transforming someone into a Morphology they do not consent to; all who witness or aid this act are penalty to PK )
15.)Kidnapping that lead to a pk reason. (Meaning if you kidnap someone and hand them to someone else, and that leads to a pkable action such as a branding, both those who did the branding and you for doing the kidnapping are liable for pk)
16.)Impersonation (Meaning if you in a factions armor whether it be headgear or body armor and act as said faction you are liable to a PK)
SECTION D : Clarification & Exceptions
Below is a list of contextual situations and exceptions showing how certain potentially confusing server rules should be applied.
[ Section A: New Life Rule ]
Case Exception #1: Faction Base NLR
If a combat situation takes place within a factions base, said faction is not forced to avoid the active conflict
within their base to abide by the rules of NLR. They may jump back into the active conflict immediately.
[ Section A: Rules of Roleplay ]
Case Clarification #1: Do not Meta-game: Voice Recognition
If a player vocally sounds like someone whom other players are seeking to kidnap, the familiarity of this persons voice is a valid
reason to kidnap them. Even if this player is an another character, this is not viewed as meta-game.
Case Clarification #2: Do not Meta-game: Player Level
A characters level that you see above their heads in-game is a indication of how visually experienced they appear to be in the wasteland. Therefor, you are able to make in-character deductions about this individual based on their level. You can view this as the visual differences you'd see between someone who's been living in the wasteland all their life versus someone who's just left a Vault for the first time. However, this does not excuse the act of mentioning someone's level verbally in an IC environment.
[ Section A: Rules of Engagement ]
Case Clarification #1: Mercy-killing
Killing a captured player via area of effect damage (AOE) is still considered mercy-killing;
even if done so accidentally
Case Clarification #2: Medical-aid justification
Killing a third-party whom is attempting to or directly healing/buffing an opponent party of which you (the player) are engaged
in combat with is a valid reason. Intentionally or unintentionally healing or buffing a party does render you as optional KOS
to the opponent party. However, this does not allow you to engage them on sight less they engage you first.
Case Clarification #3: AFK
You are considered as being AFK when you are in your character selection screen (Either through an AFK kick or by pressing F1 and clicking Menu) or not actively RPing/moving within your spawn. Otherwise, you are able to be kidnapped without your kidnappers being reprimanded.
Case Clarification #4: FearRP
If you have no way to harm someone, you cannot put them under FearRP.
Case Clarification #5: FearRP
If you are trapped inside of a building that only has one exit, and there are people outside the exist trying to put you under FearRP, you don't have to oblige. You can give them a 5 second warning and open fire to start combat.
Case Clarification #6: Mugging
If you are in combat in any regard, you cannot mug someone [Ex: You've kidnapped someone and you're ready to mug them but you get into a fire fight, you cannot mug your victim while under fire, you have to be in a safe location before you can start mugging them. This can include going into a room in a building while the fight is still happening].
[ Section A: Rules of FailRP ]
Case Clarification #1: "B-Hopping" & manoeuvres
The act of "bunny hopping" or jumping to try and avoid incoming damage is not considered fail roleplay. Nor are any other manoeuvres the player is capable of doing that isn't associated with a game exploit directly.
Case Clarification #2: Healing Liberty Prime
Liberty Prime cannot be healed at all.
Case Clarification #3: Chimera gas
Running into chimera red gas to make yourself a ghost is FailRP
[ Section A: Rules of Branding ]
Case Clarification #1: Unacceptable instances
The following instances are common situations that are not acceptable:
- Forcefully removing someone's: fingers, eyes, or any other limbs without permission from said player
Case Exception #2: Malicious Intent
If a player labels a branding as "torture" even though the context to the situation does not imply this to be the case whatsoever,
the player(s) performing the brand may PK the individual to prevent a future PK liability on yourselve(s)
[ Section B: Server Concepts ]
Case Clarification #1: Roleplay Wipes
Roleplay wipes are typically very specialized to fit whatever changes are taking place. Most likely any roleplay wipe is also accompanied by a list of conditions that apply to it.
However, the following list of clarifications are persistent for a roleplay wipe:
Whatever it is that is being wiped (research, PKs, character perks, etc. . .), the experiences that resulted in that
thing being achieved is not forgotten to the character. However, they cannot be used as a means of requiring or redoing
whatever it is that was undone after a roleplay wipe.
< EX: You remember someone mugging you in 1.0, but you cannot PK them for it in 4.0 >
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