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Outlaws GO-RP

gameplay rules policy

Outlaws

General Expectations and Procedures

An outlaw, in its original and legal meaning, is a person declared as outside the protection of the law.

The CGP is a rigidly-structured organization, consisting of a logical hierarchy. They are a united front on Wayfarer, striving to keep it safe and to not let those who break the law get away.

However, the Outlaws faction is the antithesis of the CGP. Whereas the GCP would be considered lawful good, the outlaws can be considered anything from true neutral to lawful evil to chaotic evil. They are a band of misfits, rogues, thieves, disavowed agents, anti-heroes, robin hoods, ne’re-do-wells, and possibly even worse. They gather together not to form something cohesive, but because they might benefit from each other. That they might get rich by cooperating, but that doesn’t mean that there is always honor among thieves.

Be creative, find an interesting narrative or gimmick that fits well with your outlaw. Why would they have run-ins with the law? And how do they skirt or break the law to benefit them? Not every outlaw is also a hardened murderer or pirate scum, some are white collar criminals, some are vigilantes who have their own set of moral codes, some just found themselves in dire straits. Whatever kind of outlaw you are, your job is to help create emergent stories. Your job is not to ruin everyone's day.

Definitions:

  • Outlaws: A rogue citizen of the Zekkean system who’s life path has brought them in the path of the law.
  • Wanted Outlaws: A rogue citizen of the Zekkean system who’s a serious criminal offender, and is being actively sought by the law.
  • GO-RP: General Orders, Ranks & Procedures, a document that guides outlaws in best practice.
  • Governmental Representative: A representative of the Local Concordia Government and their interests in Zekke Sector
  • Station Representative / SR: An Officer appointed to lead Dusk Station and its departments.
  • CGP: Concordia’s Galactic Peacekeeper’s, the unit in charge of maintaining peace and protecting life within the Zekke Sector.
  • Commodore: The Commanding Officer appointed to lead the CGP.
  • Commander: A member of the CGP who is the Captain of a CGP ship
  • Ship: A vessel used for navigating through the Zekke sector, there is always a Captain to a ship.
  • Captain: An individual who has legal authority over a ship that they are in possession of. They are to be charged for Ship related crimes. In instances where the Captain is SSD, the Captaincy falls upon the next most Senior person in charge of the ship. It is expected of Captains to nominate a person to serve this purpose.
  • Crew: An individual who has enlisted on a ship under the authority of a Captain to work aboard their ship.
  • Arrestee: An individual who has been formally charged with a crime.
  • Prisoner: An individual who has been sentenced for the commission of a crime, and has not completed their sentencing.

Expectations:

  1. DON’T BE A DICK.
    1. Being an outlaw doesn’t mean you should be ruining people’s shifts or robbing them blind just because the rules say you can.
    2. This is an MRP server and you’re expected to do much more than just NRP-PVP.
    3. This is a WHITELISTED ROLE for a reason.
    4. When in doubt, communicate in LOOC and make sure everything is kosher
  2. Outlaws Should Allow and Honor Surrender
    1. In best practices, negotiations should be attempted before engagement
    2. If a ship FLEES, FIGHTS, or CALLS FOR HELP, these are all considered hostile actions that put the Outlaws at risk and they may escalate as they see fit. The escalation should be reasonable. For example, a fleeing ship trying to disengage from boarding would not warrant use of lethal and destructive force to try to kill the crew. Disabling the engines or using EMP’s would be a more reasonable escalation.
  3. Looting and Ransacking
    1. 25% is the MAX value outlaws can take from ships that have SURRENDERED
    2. Value is considered items, equipment, machines, and cash (that is on hand/in wallets only)
    3. If a ship FIGHTS BACK, outlaws are ALLOWED to take everything except for life support systems.
    4. You CANNOT take player’s ATM accounts, only goods on the person or ship itself.
      1. Station Funds are considered protected the same way! (You can’t force a captured Station Rep to drain the Station account).
      2. Some leeway is given for paying ransoms.
    5. If you Outlaw too hard on players, they are less likely to play on the server again.
      1. The key is to create an interesting story between you and the person you are antagonizing. If all you do is ruin their day, they aren’t going to return.
  4. Rules of Engagement
    1. Nothing in these rules limits your right to take all necessary and appropriate action to defend yourself or your crew.
    2. It is best practice to try to attempt roleplay before mechanical fighting. However, being an outlaw comes with a level of unpredictability.
    3. That said, NO suckerpunching or magdumping people without warning!! There should be enough reaction time given for a player you intend to fight.
    4. Fire with due regard for the safety of innocent bystanders. You are not a terrorist, and mass killings are not allowed.
    5. You are NOT REQUIRED to start with non-lethals, and are under most circumstances the one who is setting the pace of escalation compared to the CGP GORP.
    6. Do your best to avoid your opponents rotting or becoming Round-Removed!
      1. Medical teams have access to scanners that look for individuals who are killed. But don’t assume someone will always come to pick up a body. If possible, leave deceased players in body bags or morgues.
      2. Try to leave their bodies on their ship or at a POI
      3. If you plan on keeping healed opponents prisoner, ask LOOC permission
      4. If an opponent leaps right back into combat after being revived once and “lemmings” trying to “win” against the outlaws, the outlaws DO NOT HAVE TO revive them a second time!!
    7. Controlling escalation/heat is one of the most essential skills to master.
  5. Hostages must be Treated Fairly
    1. Outlaws must ask LOOC permission before kidnapping anyone (or after a fight, if you intend to keep them). If they decline, they must be let go.
    2. Try and do your best to make it fun for them. If they’re cooperative, don’t just leave them cuffed in a cell without a radio. You’d be surprised how many players are happy to roleplay a hostage during an exciting outlaw chase sequence!
    3. (Reminder: Non-antags may not PRETEND to be hostages)
      1. (But OOC agreeing to be kidnapped doesn’t make you IC pretending)
  6. Crewing
    1. Outlaws are capable of forming crews with as many other outlaws as they see fit, there is no restriction on the amount of fellow outlaws you crew with.
    2. Wayfarers can be hired and allowed to crew with you under several conditions
      1. The non-antag player is not directly assisting an Outlaw in performing criminal acts.
      2. The non-antag player is not used for meta reasons to accomplish Outlaw goals, or to directly obtain items. (You can’t hire a wayfarer just to buy something you normally cannot obtain)
      3. If a non-antag player becomes aware that they are crewing with an outlaw, they can now be considered a hostage and hostage proceedings should commence. If the player does not wish to crew/be kidnapped, they should be let go and any outstanding payments for contracts should be rendered as is or within reason.
    3. Non-Antags should not knowingly fund or help Outlaws with their criminal activities.
      1. Note: This doesn’t prevent them from ROLEPLAYING with you or making deals with you.
        1. It is okay to provide legal cooperation and services like food, medicine, and ship repair etc to an Outlaw.
      2. Wayfarers may also surrender their plunder to you if they’re being robbed. (this isn’t considered ‘helping the outlaws’; they’re being robbed!)
  7. Antagonism
    1. Outlaws are to be considered a soft-antagonist
      1. What does this mean? You are an agent of chaos, your goals are your own and it should include some sort of unlawful activities during your shift. You are not however the main antagonistic force in the sector. You are not Nukies, You are not Xenoborgs, You are not a very hungry Dragon. Those types of hard-antagonists whose purpose is to mass kill or destroy are reserved for story arcs and server events which will have special GORP’s specifically for those roles.
      2. Wanted Outlaws are to be expected to sit somewhere in the middle, being a threat to the sector that needs to be dealt with. They have been included to have a middle level antagonist that is more active and challenging.
    2. That said, you should be taking far more than they give out, or causing some kinda trouble or plot for the sector.
    3. You don't have to be the most evil monster in the universe or even an effective criminal to create chaos. You could be just a vandalizer with a dream, a can of spray paint, and a baseball bat for example. Get creative about your crimes, heists, and frauds.

Roles

To Be or Not to Be a Wanted Criminal

  • Outlaws have two types of roles available to users, which provides different roleplay levels for a player to decide upon
    • Outlaw
      • The Outlaw role in its base form is just as described above. You are a unique entity that is trying to create emergent stories by being a bit of an agent of chaos. Your goal is to further your interests and attempt to create some chaos for CGP or Wayfarers to resolve. At minimum, you should be trying to create chaos with a relaxed schedule. You should not be picking this role if you intend to not create problems at some point during the shift. With that being said, it is also a valid option to communicate OOC if you’re not vibing with an encounter, and don’t wish to create a problem. Things happen mid-shift, we get it. Try to make sure you communicate.
    • Wanted Outlaw
      • The Wanted Outlaw is an elevated chaos agent. While in this role, CGP may be actively hunting you and have reason to arrest you on the spot. It is up to you to communicate ahead of time if you wish to have a reason to be hunted/wanted by the CGP to understand why they should be hunting you. Acts from previous shifts can be cause for changing to the Wanted Outlaw role, and vice versa if perhaps you’re caught during the shift. If no heads up is given, the default reasoning for being Wanted is “Assault With A Deadly Weapon to a Zekkean Citizen.”
      • This role is intended for Outlaws who are wanting to have active chases, and fulfill PvP opportunities with CGP, or for when there is currently no active server event/arc going on. You are given greater leeway in terms of expected criminal acts. A reminder however that metatargeting is not allowed.

The Perdition

The Remnants of an Old Mining Outpost

“You will never find a more wretched hive of scum nor villainy” - Ben Kenobi (A New Hope)

Perdition is the central hub of the Outlaws. It functions mostly as a place to broker deals, to fence smuggled or stolen goods, to chat, hangout, and do whatever one’s heart desires.

  • Amenities
    • Bar (of course)
    • Backrooms
    • An Area to Fence Goods
    • A Shipyard
      • Normal Outlaw Ships
      • A random selection of medium and/or small ships. (IFF off - implication is that they are stolen - allows outlaws to blend in a bit more and also lets those who want to soft antag do that.)
    • (More probably as the Perdition is improved)

Outlaw Affiliations

The Criminal Underbelly

  • Space Pirates
    • One of the many old organizations of the universe, known by many names such as “Freebooter’s Union”, “Pirate Lords of the Frontier”, and many many other names. Known by their tri-corn hats and incredibly anachronistic (yet effective) gunpowder cannons, as well as their corny accents.
  • The Squeakiano Mafia
    • Hailing from beyond the interdimensional veil where the Rodentia peoples originated from is the Squeakiano Mafia. They often offer “protection” and look to extort civilians out of money to fuel their underground gambling rings. Their organized crime is nothing to sneeze at, as they have been known to get rough with those who don’t pay.
  • (More to Come as the scene develops and player orgs are invested in)

Rogue Uplink

The Tools to Be a Criminal

  • An uplink tool is provided to all Outlaws for use to assist Outlaws in fulfilling their plans. The uplink has an array of unique to useful items that should help you to achieve your goals.
  • It is neither forbidden nor required for Law Officers to confiscate the Uplink upon sight. Roleplay it out. Generally the more chaos you cause, the more likely a Sheriff to confiscate your uplink to keep you from doing more crime when caught, but it depends on the Sheriff!
    • Law Officers, realize that taking away an Outlaw’s uplink does handicap their ability to cause mischief
Revision changes 1.01 - 4/10/26
  • Removed rule 3-C-i giving immunity to medical and towing ships

Last updated 6 days ago