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{{Important|Color=#F6A|Image Here=ImportantMoth.png|Header=Hey! Important Server Information!|Information=The information used here is both an IC document and used by [[Admins]] when deciding severity of [[Shitcurity|Security]] actions!}}''Looking for Standard Operating Procedure or other in-character policies outside of Space Law? Check [[Jobs]] for a comprehensive list of roles (including [[Antagonists|Antagonist]]<nowiki/>s) and our policies regarding them. Looking for the server's social contract? Check [[Rules]] and become immune to bans!*''
{{Important|Color=#F6A|Image Here=ImportantMoth.png|Header=Hey! Important Server Information!|Information=The information used here is both an IC document and used by [[Admins]] when deciding severity of [[Shitcurity|Security]] actions!}}''Looking for Standard Operating Procedure or other in-character policies outside of Space Law? Check [[Jobs]] for a comprehensive list of roles (including [[Antagonists|Antagonist]]<nowiki/>s) and our policies regarding them. Looking for the server's social contract? Check [[Rules]] and become immune to bans!*''



Revision as of 18:28, 12 October 2023

Sandbox Space law

Hey! Important Server Information!

The information used here is both an IC document and used by Admins when deciding severity of Security actions!

Looking for Standard Operating Procedure or other in-character policies outside of Space Law? Check Jobs for a comprehensive list of roles (including Antagonists) and our policies regarding them. Looking for the server's social contract? Check Rules and become immune to bans!*

*Ban immunity not guaranteed. Restrictions apply.

What is Space Law?

Space Law is a collection of rules and regulations enacted by Nanotrasen which has oversight through CentCom and is enforced by the Security Officers on the Space Station. That is to say, these are in-character rules.

However, repeated, bad-faith violations of Space Law will likely result in job-bans.

Space Law applies to all ranks and positions on station, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.

Space Law Quick Reference
MXX - Modifier 0XX - Infraction CXX - Corporate 1XX - Minor 2XX - Moderate 3XX - Major 4XX - Capital SXX - Security
XX Special 250cr fine 5-10 minutes 5-10 minutes 10-15 minutes 20-25 minutes Permabrig Demotion
01 Aiding/Abetting Minor Battery Insubordination Major Battery Aggravated Battery Attempted Murder Murder Excessive Force
02 Compliance Public Nuisance Wrongthink Moderate B&E/Trespass Major B&E/Trespass Severe B&E/Trespass Mutiny Privacy Violation
03 Self-Defense Defacing Dereliction Negligence Gross Negligence Abuse of Authority Station Destruction False Arrest
04 Good Samaritan Loitering, Rubbernecking Embezzlement Larceny Major Theft/Sabotage Corpse Abuse Escaping Permabrig Favoritism
05 Deconversion/Re-Education Public Indecency Impersonation Vandalism Animal Cruelty Grand Theft/Sabotage Biological Terror Improper Handling
06 Escaping Confinement Refusal to Identify Unauthorized Piloting Kidnapping/Subversion False Proceedings Accepting Bribe
07 Enemy of Corporation Harassment Vigilantism Contraband: Moderate Contraband: Major

Quick Redirect to Contraband

Sentencing

When sentencing for a crime, only pick the most severe offense committed by a criminal. Use the timer next to each brig cell to assign the appropriate time.

The arresting Security Officer (or Warden) can approve alternative punishments (such as Interrogation) as they see fit.

An arrested person's timer begins as soon as they enter the brig, the timer does not stop if the prisoner requires medical treatment.

In the case of a conflict, the Head of Security has final say over security matters and sentencing.

However, security is allowed to arrest the Head of Security if it is clear that they are being abusive, or dangerous to the station's well-being.

Other command staff are not in charge of security unless they are acting captain without an existing Head of Security. Additionally, it is the responsibility of the Head of Security to properly handle abusive security. A Head of Security that is enabling Security to violate procedure or encouraging them to do so can be charged with aiding and abetting in security crimes.

Crime-Stacking

Crimes do not stack, they are only the most egregious committed and do not increase for repeat offenses.

MXX - Modifiers

List of Modifiers
Code Crime
M01 Aiding/Abetting

To assist or otherwise directly allow a crime to occur, or to disrupt security officers while they attempt to prosecute a crime.

  • Generally allows a suspect to be charged with the same crime they allowed.
M02 Compliance

To cooperate with security officers,

  • Should generally reduce the sentence by half, or more.
  • Additionally, sentences can be reduced or even pardoned in exchange for information on criminal activity, at the discretion of the security team.
M03 Self-Defense

To commit a crime (chiefly Assault and potentially Murder depending on case) in an attempt to defend oneself from attack.

  • This is usually reason to fully release the person from the Brig.
M04 Good Samaritan

If a person commits a crime to assist another person in need, such as shoving someone aside while dragging a body down the hall. This only applies if the person involved was not actively seeking out conflict.

  • This should result in a full release from the Brig.
M05 Deconversion/Re-Education

Being deconverted from Cultist, mindshielded during a Revolution, losing any brainwashing or mental trauma inflicted by any means, such as via parasitic infestation (borers), or reviewed and cleared for release by a consulting role (Psychologist, Chaplain, NT Rep)

  • Result should be immediate release and return to work, or a halved sentence if there is still concern.
M06 Escaping Confinement

If a prisoner breaks out of non-perma confinement (see 405 - Escaping Permabrig for that), reset their timer.

0XX - Infractions

Low issue crimes, typically related to behavior issues or comments.

Choose One:

Fine, no more than 250 cr

Community Service, no more than 5min

Referral to Counseling

List of Infractions
Code Number
001 Battery

To apply unwanted physical contact of any sort to another person.

Examples include:

  • Shoving
  • Leg Sweeping
  • Dragging
002 Public Nuisance

To be unnecessarily disruptive to the workplace, such as by yelling loudly in public areas.

003 Defacing

To disfigure, or otherwise damage or hinder the appearance of an object, floor, or wall without approval.

Examples include:

  • Spraying graffiti on walls
  • Placing random objects in the deep fryer
004 Loitering

To linger around a department or person for an extended period of time (typically greater than 5 minutes) without proper justification.

005 Rubbernecking

Assist in, or otherwise be a part of, a crowd that prevents regular crew passage through an area.

006 Public Indecency

Engage in sexual or erotically provocative activities in a public space.

  • Sorry, hunky wolf, you have to have your dick covered.
007 Refusal to Identify

Not properly displaying Identification for any reason.

  • Hello suspicious man wearing gas mask. Where is your ID?
008 Stalking

To contact, or attempt to contact, a person that has declared you are unwelcome.

  • Being obsessed isn't cheap, you know.

1XX - Minor Crimes

Crimes that can potentially cause issues for the station.

Choose One:

Jail, 5-10 minutes

Community service, no more than 10min

Referral to Counseling

List of Minor Crimes
Code Crime
101 Assault

To harm another crewmember with malicious intent.

Examples include:

  • Punching
  • Kicking
  • Goring (such as with horns)
102 Moderate B&E/Trespass

Breaking into, or existing within, a departmental area without valid reason.

Examples Include:

  • Cargo Bay
  • Engineering Lobby
  • Science Hallway
103 Negligence

Creating, causing, or allowing the presence of a hazard that may cause harm to crewmembers.

Examples Include:

  • Floor pills
  • Slippery spills
  • Flammable liquids
104 Larceny

To steal items, or equipment of any kind.

105 Vandalism

Causing destruction to station property without intent to fix, or making renovations to a departmental area without permission.

106 Distribution

Through any means, providing dangerous drugs to another crewmember without approval from the Medical department.

107 Unauthorized Piloting

To use a combat-grade mech in non-departmental spaces without approval, outside of Red Alert or higher.

  • Mechs should generally be kept in the Robotics bay until needed. An announcement should be made over comms if they need to be moved, such as for export.
108 Vigilantism

To perform the responsibilities and/or duties of a Security member without approval or due cause to act.

  • Essentially, no validhunting.
109 Harassment

Unwanted behavior that demeans, humiliates, or intimidates a person. Must be declared as unwanted.

Sexual harassment also falls under this law.

110 Death Mongering

To make comments intended to bring harm to a crewmember, or to allude to the death of any crew members, as well as spreading false information.

  • No yelling AI rogue over comms unless you're sure the AI is, in fact, rogue.
111 Possession of Stolen Goods

To carry, and fail to return, an item that has been previously stolen.

112 Fine Evasion

Refusing to pay a fine for a crime committed. Typically, the result of this is that you serve the time for the crime you committed.

2XX - Moderate Crimes

Crimes that will or have already caused issues for the station.

Choose One:

Jail, 10-15 minutes

List of Moderate Crimes
Code Crime
201 Assault with a Deadly Weapon

Assault committed with a weapon that can cause serious harm.

Examples include:

  • Stabbing
  • Shooting
  • Toolboxing
202 Major B&E/Trespass

Breaking into, or existing within, a secure departmental area without valid reason.

Examples Include:

  • Brig
  • Xenobiology/Toxins
  • Atmospherics
203 Gross Negligence

Creating, causing, or allowing the presence of a hazard that is very likely to, or already has caused harm to crewmembers.

Examples Include:

  • Engine in the main hallway
  • Cannons
  • Burning chemical fires
204 Major Theft/Sabotage

To steal, damage, or relocate items or equipment in a secure area without permission.

Examples include:

  • Head of Staff Lockers
  • Fireaxes
  • Pretty much any minor antag objective, really.
205 Animal Cruelty

To abuse, inflict injury upon, or end the life of a pet or sentient animal of any sort.

206 Kidnapping

To take a crewmember anywhere against their will without proper justification.

  • NT Employees are not free, you cannot just take them.
207 Manslaughter

To indirectly cause the death of any Crew through your actions, typically as a result of Negligence.

208 Insubordination

To willfully disobey, or refuse to follow, a reasonable and lawful order from your Department Head. This includes Security.

209 Silicon Tampering

To modify, illegally or otherwise, a Silicon without approval.

  • Generally applies to emags, but also applies to your favorite rogue CE changing the AI's laws.
210 Possession of Moderate Contraband

To be in possession of any of the items listed in the Moderate Contraband list.

3XX - Major Crimes

Crimes that severely disrupt station function.

Choose One:

Jail, 20-25 minutes

List of Major Crimes
Code Crime
301 Assault of Command

Assault, but against Command officials, such as the Captain or Chief Engineer.

The Blueshield and Nanotrasen Representative do not count as Command for the purpose of this law.

302 Severe B&E/Trespass

Breaking into, or existing within, a critical area without valid reason.

Examples Include:

  • Vault
  • Teleporter
  • Armory
  • Engine Room
303 Abuse of Authority

To, as a member of Command, provide unlawful orders, and/or orders that directly harm the station and/or its crew.

Contact Central Command at such occurrences.

304 Grand Theft/Sabotage

To steal/damage/relocate critical items to the Station or the Company.

Examples include:

  • Gravity generator
  • Nuclear Authentication Disk
  • Telecomms
305 False Proceedings

To lead, or take part in, unlawful assembly to determine guilt without oversight.

  • Basically, no lynchmobs.
306 Possession of Major Contraband

To be in possession of any of the items listed in the Major Contraband list.

4XX - Capital Crimes

Crimes that destroy, or have destroyed the station and/or its crew.

Choose One:

Permabrig

Exile via Gateway

Trial (for Execution)

List of Capital Crimes
Code Crime
401 Murder

To intentionally cause the death of, or put into critical condition, a Crewmember, regardless of Revival status.

402 Mutiny

To knowingly lead at least two individuals with intent to unseat the current chain of command.

  • This is for you, revolutionaries.
403 Station Destruction

To attempt to destroy the station or critical portions of it.

Examples of critical portions include:

  • Brig
  • Vault
  • Engine Room
404 Escaping Permabrig

To break out of the Permabrig after having been placed there.

  • It's not technically legal, but if this happens multiple times, just kill them.
405 Enemy of the Corporation

To be a member of any of the following organizations:

  • Hostile boarding parties
  • Wizard Federation
  • Hiveminds
  • Cults

Syndicate agents should be prosecuted under Wrongthink.

Deconversion/Reconditioning is always preferable to execution, IF possible.

406 Biological Terror

To knowingly release, cause, or otherwise cause the station to be affected by a biological agent, or to yourself be a biological agent.

Examples Include:

  • Space vines/Kudzu
  • Any virology disease
  • Xenomorphs (non-hybrid)

CXX - Corporate

Actions that actively support agendas that do not agree with the station, or NanoTrasen as a company. These laws apply only to Crew on the Manifest, not to non-crew.

Choose One:

Immediate Demotion

5-10 minutes in brig

List of Corporate Crimes
Code Crime
C01 Disrespecting A Senior Officer

Statements or comments against your departmental head in public. Complaints about Heads of Staff should be delivered to the Captain, Nanotrasen Representative, or of course, Central Command.

C02 Unlicensed Magic Use

To use arcane or bluespace gifts without approval. This also applies to the Chaplain.

  • Essentially, being a heretic.
C03 Wrongthink

To think or act in such a way that has the possibility to cause harm to the workplace and/or Nanotrasen.

  • Essentially, no unions, no traitors, et cetera.
C04 Dereliction

To abandon, or fail to arrive when called by your department head on Red Alert or higher, or to leave the station as a member of Command for a non-emergency.

C05 Embezzlement

To misappropriate, steal, or otherwise use corporate funds (such as the ones in department budgets) to self-serving or non-corporate ends.

  • Stop buying yourself guns, Quartermaster.
C06 Provoking CentCom

To antagonize, heckle, or otherwise disrupt the functions of a CentCom official, or Response Team.

  • For those of the crew who want to try slipping the Admiral on soap.
C07 Impersonation

To pretend to be someone you aren't. Carries a heavier sentence than Refusal to Identify, as Refusal to Identify can be someone just forgetting their ID.

C08 Unauthorized Channels

To edit the number of Security slots, outside of Red Alert.

SXX - Security Crimes

Crimes that can be charged to members of the Security department, department guards, or Heads of Staff  that deal with the Security department. This includes Blueshields and deputized crew, though to a lesser extent.

In the case that these laws are violated, the victim is to be compensated a fine of 1000 credits, and released without punishment. Funds are expected to be paid from the offending officer, then the Head of Security's account, then the defense budget, in that order.

Choose One:

10-15 minute brig time,

Immediate demotion

List of Security Crimes
Code Crime
S01 Excessive Force

To use improper force when detaining or handling a suspect. Generally applies to the practice of "harmbatoning," although firing or carrying lethal weapons on green or blue alert also applies. Does not necessarily require the offending officer to hit their shot.

S02 Privacy Violation

To use unauthorized sensory aids (such as thermals, x-rays, or cybernetic ears), or to perform a search outside of Amber Alert or higher.

Ergo: No thermal eyes for sec, no random implant checks either. Without Probable cause or justification

S03 False Arrest

To make an arrest with a reason not specified, or made up later in the brig. A reason for an arrest must be stated by the arresting officer before making an arrest.

S04 Favoritism

To willfully ignore, or apply a lesser crime to, a favored individual.

S05 Improper Handling

To fail to deliver or return dangerous and/or enemy equipment to the Contraband Locker in good time outside of Red Alert,

To carry lethal equipment outside of Amber or Red Alert, or to excessively abuse prisoners.

S06 Accepting a Bribe

To willfully accept enrichment of any sort in exchange for assistance or preference from the security team, generally goes in tandem with other security crimes.

Guide to Security

Rules of Engagement

Security is required to talk first first and inform a suspect of their charges, before asking them to come quietly before performing a non-lethal takedown...

with significant caveats:

If the suspect is:

  • Armed, dangerous, or accused with valid reasoning of a capital crime.
  • Seemingly likely to immediately resist arrest, particularly if they have already done so, or their records indicate they will be uncooperative.
  • Committing a crime in the presence of an officer. An officer doesn’t have to talk first if they see you commit a crime.
  • You are the only security member/Head of Staff,

Security should use non-lethal means (such as the provided stunbaton) where possible, except for in exceptional circumstances, such as:

  • Hostile environments and extreme situations (such as Red Alert)
  • Criminals fleeing and attacking into/from space or Lavaland, during a trial, revolutions, being mobbed by a group.
  • Armory: Anyone breaking into, out of, stealing from, or having stolen from it.
  • When your life is in danger, or will be in danger if you get close to someone.
  • Nonlethals and/or containment ineffective– when it is not possible (or unreasonably difficult) to contain a suspect or enemy. This is less applicable if they are cooperating, obviously.

Your job is to Protect the Crew and Preserve Order. Just because you are allowed to use lethal force or arrest someone, does not mean every situation demands it. You should not play Security to kill people. Security is allowed, and in many cases, encouraged to deviate from Space Law, but you should have at least a somewhat defensible reason to do so, and you are responsible if your reasoning doesn't hold up. If no one presses charges on an infraction, you shouldn't arrest them for it.

Security are not allowed to hold and/or conceal lethal weapons "just in case" outside of Amber or Red Alert.

Weapons should generally be worn on the belt or in some other visible way, even on Amber/Red Alert. If Amber alert is reached and then lowered from, all weapons should be returned to the armory in good time. Failing to properly turn in lethal weapons below Amber alert can result in a charge for S05 - Improper Handling.

A department's guard is considered part of that department, and answers to that department's head of staff, who may demote them for misconduct as they see fit.

Alert Standards

Alert Standards Table
Alert Level Description When To Raise To When to Lower From
Green Security are not allowed to carry weapons beyond their issued weapons. They must respect privacy laws and inform suspects before they make an arrest. Generally used for shifts where there are no projected threats. N/A
Blue Same as Green Alert, except with enhanced readiness from Security. Usually raised to when suspicious activity is suspected but not proven, or lowered to when the threat seems to have passed.
Amber Typically raised to when there is a confirmed threat or crisis of any sort on or near the station. Security are allowed to carry, but not necessarily to use, lethals, and should respond to the threat or crisis in good time. Random searches are now permitted.
Violet Much like Amber alert, except the emergency involves Medical. Should be raised to in times of serious biohazards, crew death, etc.
Orange Like Amber alert, but for an Engineering emergency. Should be raised to in cases such as a loose Tesla, or serious gas leak.
Red Typically raised to when the situation is dire, Red Alert is the moment a Call to Action is no longer sufficient, and all hands are needed on deck immediately.

Command and Security are to begin to conscript non-essential staff and unlock the armory if it has not already been, and are allowed to perform executions with proper respect to the Captain and/or Head of Security given first, though they need not respond.

At this alert, enforcing the law generally takes a backseat to protecting the station. Hopefully you will never need to reach this.

Delta The situation is likely beyond recovery, and there is an immediate, significant threat to the station. The captain, or a sufficient surrogate, should request the nuclear codes and deliver the authentication disk to the vault, before triggering the explosive, as soon as possible. Ignoring orders from Heads of Staff is punishable by immediate execution. N/A N/A

The Chain of Command

Captain -> Head of Personnel -> Research Director -> CMO -> Chief Engineer -> Quartermaster -> Nanotrasen Consultant -> Head of Security -> Blueshield

This chain of command must be obeyed: the Head of Security cannot take the Captainship before all other members have been considered. You may refuse the position of Captain if there are other heads, but if you are the only head on-shift, you may not.

Executions

This should be the last resort where possible. Unnecessary executions are considered Murder, see 401.

In situations where Capital Crimes are committed, and other methods of discipline are inappropriate or ineffective, an execution may be deemed necessary. Executions are only for crew and foreign agents. The Head of Security and Captain must both be notified, if they are alive, and allowed to veto a potential execution.

If these roles are unavailable, the task falls to the Warden, then finally, a group vote by the Security team.

A trial should be performed to allow the criminal to seek clemency wherever possible. However, this can be skipped if reasonable to do so, such as on Red Alert or higher. A prisoner due for execution is allowed to request a type of execution and other accommodations, such as access to a Chaplain; these should be provided for where reasonable to do so.

If an execution is permitted, it should be carried out by the Head of Security or Warden, otherwise the task falls to the most available surrogate.

Legal Representation

Prisoners are entitled to request legal representation and protection, and cannot be punished for doing so. However, security is not obligated to provide.

Give the lawyer a job, especially in ambiguous cases, where time permits, but don’t bend over backwards for obviously obnoxious criminals/lawyers.

Disruptive lawyers may have their access or radio stripped by the Head of Security. Wardens are allowed to ban lawyers from the brig with valid reasoning.

Conducting A Trial

A trial involves the Head of Personnel as magistrate (or, lacking one, the next in the Chain of Command that is not the Head of Security), the Head of Security (or a proper stand-in) as Prosecutor, and a Lawyer serving the Defense. If there is no Lawyer, one will have to be provided for the defendant. Ideally, a jury will be present, but this is not necessary. In a Jury trial, the Jury must unanimously rule. Otherwise, the Judge decides.

Both sides present evidence and witnesses a la Ace Attorney.

Contraband

Contraband should be immediately confiscated, and delivered to the contraband room, or to its original holder, whichever is more reasonable. Security is discouraged from the use of these dangerous items unless when absolutely necessary, such as during Red Alert scenarios. Example of approved contraband: Security gear kit. Example of illegal contraband not fit for Security use: eswords, emags, dart pistols. Use common sense when deciding what equipment you carry on your person.

Prison sentences should be applied based on officer's discretion, with respect to 301 - Moderate Contraband, and 401 - Major Contraband.

301 - Moderate Contraband 401 - Major Contraband
Combat-Enhancing Drugs

Any drug that is used to give an advantage in combat, such as Methamphetamine or Stimulants. Should be delivered to Chemistry for safe-keeping, or otherwise flushed.

Hazardous/Explosive Chemicals

These do not include regular medicine that can cause harm, but instead cover things like black powder and liquid plasma, outside of a controlled environment like Chemistry or Toxins. Should be delivered to Chemistry to be flushed, or safely stored.

Non-Corporate Technology

Unknown or otherwise non-Corporate tech. This can be anything ranging from a Syndicate implant to a golden power cell.

Hazardous Gasses

Gasses that can potentially cause harm if mishandled, with exceptions for races that need these gasses to breathe. A plasmaman cannot be arrested for carrying a double-plasma tank.

These should generally be held in Atmospherics, or more likely, ejected into the vacuum of space.

Weapons (without Permit)

Any gun held without a proper permit, Security Officers and Heads of Staff have this permit by default. This goes without saying. Deliver to the armory.

The Nuclear Authentication Disk

A disk used to authenticate the Vault's self-destruct device. This is an extremely important item. It should be delivered to the Captain or whoever is acting Captain at the time.

Combat Implants

Implants generally for combat use or that have severe risk of being a hazard to other crew. These should generally be removed in Medical and taken to their proper department (such as implants going to robotics)

This includes, but is not limited to: X-ray or thermal eyes, mantis armblades, and anti-drop/CNS rebooters.

Weapons of Mass Destruction

Any weapon or implant able to deliver explosive force (such as a grenade launcher, rocket launcher, maxcap, et cetera) or otherwise able to cause extreme damage to the station. These should generally be delivered back to the relevant department from which they originated, stored in the armory, or most likely incinerated.

Any Security Equipment

Security equipment is generally defined as equipment available within the Security vendors other than basic clothing, as well as batons and bolas and other such things. Just because something is protective doesn't mean it's major contraband. Obviously these go back to the armory.

Captain's Spare

The Captain's Spare is a golden ID card typically in a safe on the bridge. This should generally be returned to its safe or a trusted holder.

Looking at you, Blueshield.

Biological Hazards

These should generally be contained in xenobiology, or held in medical for examination.

Virus Cultures

Virus cultures should be incinerated at the nearest opportunity, or stored in Virology.

Supernatural/Occult Objects

Any object of seeming or occult origin, generally these should be delivered to the Chaplain for investigation, otherwise secured in the contraband locker.

Skub

Skub is a cream available in the loadout. This should be INCINERATED. Along with the person carrying it, if reasonable.

Non-Issued Identification

Any ID that isn't yours, really.

It is recommended that Security secures all illegal equipment obtained by hostile organizations rather than using it themselves unless it is absolutely necessary. This can make an unfair situation that can be classified as a violation of Roleplay Rule 5. index.php?title=Category:Moderated