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Divide Advanced Rule Page


Toni0

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Table of Contents:

Section A : Class/Job Rules

Section B : Unique Faction Rules

Section C : Miscellaneous

Section D : Defection / Leaking / Espionage

Section E : Custom Orders and Donations

 

Section A:Class/Job Rules

Human:

1. Humans are not allowed to wear armors designated for other classes (e.g., Robot).

 

Super Mutant:

1. Super Mutants are restricted from wearing armors not specifically designated for Super Mutants.

2. Super Mutants cannot join factions that do not offer Super Mutant classes.

3. Behemoths must engage in indiscriminate attacks against anyone. This does not apply to Unity behemoths.

 

Robotic Entity:

1. Robotic Entities cannot by default be subjected to FearRP or Inflict FearRP.

2. They can be hacked using methods explained in the Advanced rules page.

3. Other characters are prohibited from assisting in hacking a robot.

4. Robotic Entities must only wear or use items intended for their class and roleplay appropriateness.

5. They must use a Robot Model for PAC; human models are not allowed.

6. Once hacked, if a Robotic Entity dies, they are no longer hacked and retain their original state.

7. If a hacker does not interact with a hacked robot for 5 minutes, the hacking effect is nullified.

8. Cannot use chems or the cannibal perk.

 

Dangerous Entity:

1. Dangerous Entities may be optionally killed on sight (KOS) by all.

2. FearRP does not apply to Dangerous Entities.

3. They must only wear or use items intended for their class and roleplay appropriateness.

4. Dangerous entities can not assist in raids.

 

Monstrous Entity:

1. Monstrous Entities are subject to being killed on sight (KOS) by all.

2. FearRP does not apply to Monstrous Entities.

3. They must actively attempt to eliminate all non-monster characters.

4. Monstrous Entities cannot be tamed or interacted with to establish friendly relations.

5. They must only wear or use items intended for their class and roleplay appropriateness.

6. Monstrous entities can not assist in raids.

 

Section D-1:Transformation Rules
What is a Forceful Transformation?

A forceful transformation refers to the act of forcibly changing a player's physical form into a different morphology.

 

Forced Transformation Rules:

1. A player can only be forcefully transformed if the perpetrators have a valid PK (Player Kill) reason for targeting the victim.


2. Non-human transformations can only be reversed using in-game mechanics; roleplay-based reversals are not allowed.

    For example, if a human is transformed into a Super Mutant, they must utilize the Purity Chamber in-game to revert back to their human form. No alternative methods are permitted.


3. Self-inflicted PK (Player Kill) cannot be used as a means to revert to the original morphology.


4. "Ghoulification" is not considered a forceful transformation and can be performed by any faction with the necessary in-game abilities. People however can not unconsensially ghoulify others without a faction perk.

   Reason: Ghouls are still considered humans, and ghoulism can be cured through the use of the Purity Chamber.

Section B:Unique Faction Rules


New California Republic (NCR) 

- Admission Submission: Any character sent to the 'NCRCF' must have an admissions submission made within 24 hours of their arrival. Failure to submit the admission within this timeframe will result in the nullification of the entire process and no penalty for the victim character.

- NCR can not use mustard gas during NLR in wars/conquests.

- Hanging for Chems: During a mugging incident, if the NCR confiscates only chems from a person, they are allowed to hang them on the gallows, bypassing the rule against killing after the mugging. It's important to note that the NCR does not necessarily need to mug the person in order to carry out the hanging. However, this privilege of hanging is limited to the confiscation of illegal chems exclusively.

Outcast
- Outcast can Tech Mug just like Brotherhood of Steel


Unity
- Conversion into Super Mutant: It is permissible to forcibly convert an individual into a Super Mutant, but only if a Player Kill (PK) reason exists for said person.

 

- Ghoulifying: Unity can ghoulify individuals. All Unity involved gain a PK reason for a forceful transformation.

- Behemoth Control: The faction known as Unity possesses the exclusive ability to control the Behemoth as long as they have a player who actively controls it within their faction.

 

- Unity Centaurs and Optional KOS: Unity Centaurs are considered Optional Kill on Sight (OKOS), unless they are accompanied by a member of the Unity faction wearing armor.

Talon Company 

- Talon can PK people for other factions in exchange for caps in a contract. The contract HAS to be approved by Staff Council with a cap minimum. Talon suffers the consequences for any revenge PKs/conquests/wars for the contract. The PK must be performed in their base. The faction hiring Talon CANNOT perform the PK themselves now. Talon MAY NOT revenge or Cover-Up PK over potential contract discussions. Consequences of the contract will also effect the contractors with direct proof of their involvement.

Think Tank

- Brain Bank: The Think Tank faction has the capability to store individuals' brains in the brain bank. This allows for the revival of someone who previously stored their brain in the bank. However, this revival process requires a body from a willing or unwilling victim (with a PK reason) to transfer the brain into. The victim will then be subject to a PK, and the previously deceased individual will be brought back to life. It's important to note that this process does not turn the user into a Lobotomite at any point. Additionally, any previous PK reasons on the resurrected person will be cleared.


- Forceful Conversion into Lobotomite: It is permitted to forcibly convert an individual into a Lobotomite, but only if there is a valid Player Kill (PK) reason for doing so.

- Lobotomites and Defection: Lobotomites/Lobotomite Super Mutants are not permitted to defect from the BigMT faction on their own accord or harm the faction of their own free will.

- Think Tanks (Brain Jars) and FearRP/Hacking CombatRP: Think Tanks (Brain Jars) are exempt from FearRP and hacking combatRP rolls.

 

- Brain Destruction and PK: If an individual has been Brain Banked and the Think Tank faction has a PK reason on them (or if it's an approved circumstance by the Staff Council), they have the authority to destroy the brain, resulting in a PK without the need for a kidnapping. However, this PK must be approved by a Think Tank High Command member, and the reason for the PK must have been obtained while the perpetrator was a part of the Think Tank faction.


The Enclave

- Unmutifying Mutants: The Enclave is not required to have a PK reason in order to reverse the mutation process and unmutify a mutant. All Enclave involved gain a PK reason for a forceful transformation.

- Unghoulifying Ghouls: The Enclave has the authority to unghoulify individuals without the need for a PK reason. All Enclave involved gain a PK reason for a forceful transformation.

- Creating Centaurs: The Enclave must possess a PK reason in order to transform individuals into Centaurs. All Enclave involved gain a PK reason for a forceful transformation.

- Defection: All defection or possible leaking of equipment is barred from the Enclave. All Enclave are born-in, and as an event-status faction, members cannot leave

- Enclave cannot call wars, call raids, or assist in raids/wars unless done through an event or approved by a Staff Council+ member.


Caesar's Legion 

- Crucifixion during Mugging: During a mugging, if the Legion chooses to confiscate only chems from a person, they are allowed to crucify them, thereby bypassing the rule against killing after the mugging. It's important to note that the Legion is not required to engage in the act of mugging in order to carry out a crucifixion. However, this authorization for crucifixion is limited to the confiscation of illegal chems exclusively.

- Frumentarii Name Change: Legion Frumentarii members have the option to change their names for the purpose of infiltration, subject to approval from the Staff Council. This name change is intended to support their efforts in carrying out successful infiltration operations.

Children of Atom

- COA ferals are OKOS (Optional Kill on Sight) unless they are accompanied by a member of COA.

 

Paradise Falls

You cannot enslave someone AND sell them to the “slave vendor”. You must either sell them to the "slave vendor" at the start or enslave them for the full time and then let them go.

 

Born-in Rules

 Born-in status defines a character whom was born directly into a faction and therefore is unable to defect from the faction without authority of it's high command. This policy serves as both a potential event tool and or faction perk in specific circumstances.

Legacy Born In Factions - All Enclave, Think Tank, Vault-Tec, Outcast, PLA, and Brotherhood of Steel members are born in if recruited via legacy born in applications on forums. No matter how you join merchants you are not allowed to defect either due to economy restraints.

Legacy Born in Whitelists - People mutified in/into Unity, Tlalocan Robots, MM AO Robots, House Securitrons, Think Tank Lobotomites, Robobrains, and WBOS Calculators are legacy born in the moment they become that role.

 

Cores Mugging

- Legion may chem mug people without a PK reason being put on them. The chems must be illegal as specified in a legion document.


- NCR may chem mug people without a PK reason being put on them if the individual is arrested [Brought back to base and handcuffed]. The chems must be legal as specified in an NCR document / lawbook.


- 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.]

 

Advanced Class Rules:

Lobotomite/Lobotomite Super Mutant (Custom Class)

- Immunity to Fear: Lobotomites, while actively in the Think Tank, are unable to experience fear. FearRP does not apply to them during this time. Only when they are both ziptied AND handcuffed can FearRP be applied.

 

- Roleplay as Mentally Handicapped: It is mandatory for Lobotomites to portray themselves as heavily mentally handicapped, emphasizing the cognitive impairments resulting from the lobotomy procedure.

Ghosts (Custom Class)

- Ghosts, created by red gas, injected or otherwise, are treated as a Feral Ghoul whitelist in that they cannot loot, farm, cap points, are immune to FearRP, and are KOS. Furthermore, Ghosts cannot attack Think Tank members.

 

Fearless Classes

- If a member of the "fearless" class (robots, creatures, ghosts, etc) is both handcuffed and ziptied, they are considered to be in FearRP as long as both restraints are applied. In the event that a fearless class member is knocked out, they must wait for the kidnapper to handcuff and ziptie them before taking any further action.

 


Robot: Donation Whitelist

The following guidelines outline the abilities and permissions for different robot classes regarding looting and communication:

 

Looting Ability (Ability to take items from Loot boxes):

- Eyebots: Not permitted to loot items from loot boxes.

- Sentry: Not permitted to loot items from loot boxes.

- Protectrons: Allowed to loot items from loot boxes.

- Gutsy: Allowed to loot items from loot boxes.

-Robots can not use the cannibal perk.

 

Communicating Ability (Ability to use microphone or type):

- Eyebots: Not permitted to communicate via microphone or typing.

- Sentry: Allowed to communicate via microphone or typing.

- Protectrons: Allowed to communicate via microphone or typing.

- Gutsy: Allowed to communicate via microphone or typing.


- Robots are prohibited from mugging or branding other players, but they can engage in kidnapping. However, robots assisting in activities that can result in player killing (PK) are susceptible to being PK'd themselves. For example, if a Sentry Bot aids BOS in mugging someone, the Sentry Bot can be PK'd.

 

- Robots cannot be mugged or branded. To access a robot's inventory, hacking is required.

 

- Forceful Hacking: To forcefully hack a robot, two players must surround the robot, and one of them can initiate the hacking process with a /me command. Both the player and the robot then roll. If the robot wins the roll, they have the option to escape or initiate combat. If the hacker wins the roll, the robot must comply with the hacker's commands until its demise. If the hacker fails the roll, no other group members can attempt to hack the robot, and engagement in combat is only permissible if the robot initiates it.

 

- Passive Hacking: To hack a robot passively, the hacker must request permission from the robot to initiate the hack and then perform a /me command. If the hacker rolls 50 or above, they successfully hack the robot, gaining control over it until its destruction. If the hacker fails the roll, they cannot attempt to hack the robot again unless granted permission by the robot itself.


Ferals/Creatures/Monster Whitelists and Ghosts:

- No Looting: These whitelists and ghosts are prohibited from looting items.

 

- No Farming: These whitelists and ghosts are unable to engage in farming activities.

 

- No Caps Making: These whitelists and ghosts are unable to generate caps.

 

- Ghouls: Ghouls are Kill on Sight (KOS), meaning they can be attacked without hesitation.

 

- Creatures: Creatures are Optional Kill on Sight (KOS), allowing players to decide whether or not to engage in combat with them. Creatures can also be tamed, but it is for 1 life and the creature must abide by NLR.

- Creatures and Ferals can not assist in raids or wars.

Section C : Miscellaneous Rules 


1. A maximum of three Behemoth injectors can be utilized during each war.

2. Any faction-related trades involving custom weapons, armors, or items must be reported to the Staff Council  using the following format:

 

Items being traded:

Faction providing the item:

Faction receiving the item:

Reason for the trade:

 

3. To maintain ownership of their base, a custom faction must demonstrate activity over a two-week period, with a minimum of seven out of 14 days showing at least four members present (whether in or out of armor) for a duration of at least one hour. Failure to meet these requirements will result in the faction losing their base privileges.

 

4. Engaging in the sale of custom ordered items purely for profit (unless it falls within your specialization, such as GR, VG, etc.) will lead to a reduction in both the item's price and availability and possible removal from said faction leadership.

5. CUSTOM/CORE Faction Leaders may not defect or commit a mass defection without approval from Management/Staff Council.
 

 


Section D : Defection / Espionage / Leaking

Golden Rule
★ALL DEFECTIONS/LEAKING MUST BE APPROVED BY STAFF COUNCIL+★

Key Terms

Defection:
Leaving a faction without consulting its leadership and additionally stealing the equipment provided by the faction.

Leaking: While staying in the faction - and without consultation of its leadership - selling, giving, or "losing" faction equipment, branded or otherwise.

Espionage: Infiltrating a faction with the intent to gather information, sensitive or otherwise (relations, deals, PK reasons, research, etc).

Sabotage: Infiltrating a faction with the intent to handicap it (purposely causing internal issues, unrest, performing sabotage research).

 

  Defection Leaking Espionage Sabotage
Staff Council Approval ✅ ✅   ✅*
Two Weeks Minimum ✅ ✅ ✅ ✅
Attended Two Flag Ups ✅ ✅    
Book Logs ✅ ✅   ✅
Equipment Leaves Faction ✅ ✅    
Discord Channel ✅ ✅ ✅ ✅

*=Only Sabotage Research needs SC approval

 

◆ Defection ◆

-The Defector must log 2 weeks of activity with a holotape or physical book logs via items.

-Defecting or leaking items from a faction is only permitted after being actively involved for a minimum of 2 weeks and attending at least 2 faction flag-ups. Evidence of active participation in flag-ups will be required to validate activity.

14. Leaking faction items: Only three non-stocked items and two stocked items can be leaked per week from a faction.

15. Defection rules: Defecting from a faction is only allowed when if the player leaves with 1 armor set (uniform+helmet included as 1), 1 weapon, and 1 utility (NCR gas, Legion cross, Stealth Boys, etc.) Players can also defect with up to 3 branded items that do not belong to the infiltrated faction in addition to the original 1/1/1 item ruling. Players can only leak 1 unstocked item a week from the infiltrated faction.
All Defections must have approval from Staff council or Management

18. New system armor: Helmets and body pieces are considered separate items for leaking purposes.

- Frumentarii Name Change: Legion Frumentarii members have the option to change their names for the purpose of infiltration, subject to approval from the Staff Council. This name change is intended to support their efforts in carrying out successful infiltration operations.

 

5. Espionage: A faction engages in spying on another faction with the objective of obtaining sensitive information.

2. Defection and Sale of Faction Branded Item(s):

   If a character defects from your faction and either gifts or sells faction branded item(s), a CK is unavoidable. Posting an item on the market is considered selling the item(s).

4. Disputes and Staff Council Intervention:

   Any disputes regarding the validity of a CK should be addressed by a council  member, provided they are not already present for the CK.

5. Espionage / Sabotage: Infiltrating a faction with the intention of damaging its function or gathering internal information.



Please note that the approval for a CK are required based on these approved situations.


Section E : Custom Orders and Donations
 

- Custom Ordered weaponry will NOT be given for free to owner of the weapon; they must purchase it from the F1 like everyone else.

- Custom Ordered weapon owners CANNOT buy and then transfer their weapon to another character or leave with it to another faction freely or because "they bought it". It is considered OOC to allow this and it will be reclaimed.

- Custom Ordered weapons CANNOT be transferred from the faction's F1 at the weapon owner's discretion unless that faction either: A.) locks or B.) converts to a different faction.

(Price/stock/stock rate is subject to change upon changing factions for balancing reasons.)

 

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