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Karma Role: Convict


davidchan

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This is still a Work In Progress and any and all Feedback to make this viable in game is welcome.

 

To break away from the idea that Karma roles are intended to be better roles than their base department, I submit the idea for Convicts as a job role, round start Permabrig prisoners used by Security and the station as a whole for manual labor. There is a number of possible applications, but lets start with the basics.

The Primary function of this Role is to give Security personal a form of interaction within their department  during low population rounds as well as giving them something to barter with other departments should relations become tense. (Go go Nations mode slaves)

Karma Cost: 5. This job offers no special access and in lore the station is allotted a higher budget to hold and care for them.This is a job for masochists and people who want a new, if challenging, RP and playstyle.

Spawn Area: Convicts have previously been convicted of a Major Crime prior to round start and their sentence has already been handed down by CentComm or a previous shift. Because of this, they spawn in the PermaBrig (or a Protective Custody wing if such a thing were to be added.) They are not eligible for Execution at round start. They can volunteer for Cyborgification how ever. Late Join Convicts would spawn at a sleeper located in the permabrig.

Access: Convicts have NO default access, starting with Prisoner IDs and tracking beacons maxed by default in their orange jumpsuits. They do not receive a backpack or PDA, and security is allowed to revoke their headset privileges if they are abusing them.

Job Responsibilities: In theory, none. By default, Convicts exist to serve out their sentence and CC sends a regular allowance to the Security Department for every Convict the station is safely housing. In low activity rounds CC might want reports on their status or could send over equipment and experiments to utilize on Convict. Security may also use Convicts for manual labor as they see fit, be it Gulag mining or allowing Science to requisition a Convict for human testing of their various experiments. SOP of course would require an active clone scan to be on file during any activity that might endanger the Convict's life, as any unlawful reduction to a Convicts sentence would come back down on the Warden and/or Head of Security (and Captain as well.) Janitorial, Kitchen, Hydroponics, and Cargo work would also be acceptable under SOP with proper supervision.

Convicts who are daring may attempt to escape, and their Rules of Engagement would be somewhat loosened compared to otherwise loyal crew. They are not antags and should not act like them, though they would be allowed to attack Security and Crew alike (or threaten such violence) if it could reasonably be asserted to lead to their escape (such as holding a Doctor prisoner)

If possible, Convicts would be weighted higher for Kill Objectives from Syndicate Agents, as they themselves most likely failed their previous assignment and the Syndicate doesn't need any loose ends (thus, forcing Convicts to weigh the balance of cooperating with security or escaping and risking an assassination themselves.) Other Antagonists might be tasked with ensuring the escape of a Convict, or even a hard mode objective of requiring a Hijack with the convict(s) in custody for 'DeBriefing' by Syndicate Interrogations.

Labor Detail: When a Convict is assigned to work a job on the Cyberaid, voluntarily or otherwise, it is referred to as a Labor Detail. Security MUST ensure the Convict is wearing their Orange jumpsuit to differentiate them from regular Crew, their sensors maxed out, and Power Pack equipped to their back for tracking and remote disciplinary processing. Unruly or Uncooperative convicts should not be assigned Details without good reason, and any convict failing to complete their detail should be apprehended and disciplined by Security personnel.(Please note these are SOP/IC guidelines and not mandated rules OOC)

Head of Personnel may customize an ID for Convicts on long term details, otherwise a standard Guest Pass may be issued if an escort is unable to supervise the convict during their detail. Convicts may work any of the following Jobs if requested by appropriate head of staff:

Mining (Convicts may work in the Gulag or Mining Asteroid Abroad. They are NOT allowed use of a Kinetic Accelerator or Kinetic Crusher without specific permission from Head of Security. All mining points gathered by Convict are to be forfeited to Quartermaster.)

Botany (Convicts may grow edible plants and medicinal herbs in Hydroponics or Permabrig. Convicts are NOT allowed use of a Hatchet without direct supervision. Convicts are not allowed to ingest or partake in use of any hallucinogenic compounds found in various medicinal strains of plants. All produce must be forfeited to Supervisor or Botanists.)

Kitchen (Convicts may work in the Kitchen preparing food for crew. Use of a knife is permitted only under Supervision and may not be stored on the person of the Convict or taken outside of the bounds of the kitchen. At request of Crew, Convicts may ordered to deliver food to workstation and offices.)

Custodial (Convicts may be assigned to work in various departments of the station collecting trash, cleaning up messes and ensuring a Hygienic work environment. Convicts should only be assigned one Department or work area at a time to clean, and should be thoroughly searched by Security before returning to the brig or assigned another detail.

Cargo (Convicts may work in Cargo bay transporting and recovering crates only. Convicts are not allowed to approve or deny Supply orders and must be supervised while working with unlocked crates containing goods.)

Test Subject (Convicts may be requested for use as Test Subjects for Genetics, Virology, Robotics or Research Lab. A Clone Back up should be acquired before partaking in such experimentation. Security may force uncooperative Convicts to be test subjects, but should only select cooperative ones who volunteer. Any enhancements gained through such experimentation should be removed prior to end of testing unless authorized by Head of Security.)

Construction (Convicts may be requested by Engineering department to aid in construction, remodeling or repair details as appropriate. Convicts should not be given tools without supervision, but should be given EVA Softsuits as needed. Primary tasks would include carrying extra construction material and preparing groundwork for Engineers such as placing lattice or plating. Ensure all convicts are searched prior to end of detail to prevent smuggling of tools or equipment.)

Other (Convicts may be requested by general crew for mundane tasks and labors as needed and approved by Security. Convicts should not be assigned as personal servants or aides, but can otherwise be utilized for odd jobs around the station where manpower is low. Convicts should not be sent through the Gateway or given Exile implants without CC approval, nor should they be tasked with exploring space around the station.)

Spoiler

Standard Operating Procedure: 
 

Spoiler

 

Code Green: 

1) Convicts are required to obey the orders of Security and Command personnel.

2) Security is required to ensure that any serious wounds sustained by Convicts are treated by Brig Physician or Medical Personnel.

3) Crew  members are required to report to security if they see a Convict outside the bounds of the Brig or otherwise working a Labor Details.

4) Convicts are not to be allowed to obtain any Genetic Mutations or Powers, Beneficial Viruses or Mechanical Augmentations without Head of Security permission, and only when such enhancements would benefit assigned work details.

5) In the event of Death, Security personnel are required to recover a deceased convict and make every available effort to revive or clone a convict to carry out their life sentence.

6) A stamped CC fax is required to execute a Convict, or otherwise enact a Do Not Resuscitate order, regardless of Convicts behavior prior to death.

7) In the event of Station Evacuation, Convicts must be transported to an Escape Vehicle. Security is not required to transport Convicts during a Crew Transfer without CC directive.

 

Spoiler

 

Code Blue:

1) Procedures 1, 3, 4, 6 and 7 are carried over from Code Green

2) Security is required to ensure Convicts maintain functional health as in Code Green, but Convicts are now considered a low priority and should only be treated when all other Crew is stabilized and healthy.

3) In the event of Death, Security are still required to recover the body of a Convict but revival can be delayed if they have proof the Convict is somehow related to the alert or would endanger crew if revived.

4) If Alert was called because of Convict's escape or death, convict is to be revived as soon as possible and placed back into custody.

 

Spoiler

 

Code Red:

Procedures 1,3 and 4 carried over from Code Green. Procedure 4 carried over from Code Blue.

2) All Job Details are revoked and Convicts should be returned to the brig unless their continued function aids the crew in dealing with the alert.

3) Convicts who fail to obey orders of Security and are otherwise considered a threat may be executed by Security personnel if containment is not possible.

4) Convicts must be revived once Alert is lowered. Security is only required to seek medical aid for Convicts who can not continue their function.

5) Head of Security may authorize convicts to be armed or equipped to help fight threats to the station. Loyalty and Cooperation must be ensured prior to authorization, and Head of Security is responsible for any actions committed by them.

6) Executed or Deceased Convicts should have their corpses collected and stored for transport, provided such actions do not endanger Security personnel or Crew in recover effort. Revival of Convicts during Code Red is up to the judgement of Security and Medical personnel.

 

 

Other Info: Convict's role on the station is designed to add a dynamic of Non-Crew to the station, they have little to no rights save for what Space Law provides them, and the individual crew members are free to decide how to treat them or feel about their presence on the station. Convicts are considered Station Property, similiar to pets and Borgs, and should be treated as such if crew attacks them or otherwise interferes with their details. (Murder of a Convict still counts as Sabotage, breaching the brig to kill multiple Convicts counts as Grand Sabotage.)

Convicts would still be eligible for appropriate Antagonist roles (Such as Vampire or Changeling) but have lower roll rates on Syndicate Agents or Cultists (as they spawn with no inventory or bag to hide their gear.)

Optional Additions: These are ideas that could be implemented alongside or after Convicts to add flavor or use to the role.Security Points:

Spoiler

 

Security earns points throughout the shift for all living convicts in the Brig or on a Job Detail wearing a Power Pack (or similiar item to track their location that is removable in an escape attempt) Similar to a private Prison these points are meant for the care and containment of Convicts, but Security is free to spend them in otherways. A terminal would be added to the Brig, Warden's office or near PermaBrig processing with a drone or small shuttle delivering the materials later. All items should be geared towards care and containment of Convicts or use in their assigned details.

A convict not in the brig or not alive does not count as living. If a convict is not wearing a power pack or other tracking item, they are considered Escaped, thus not earning Security points. All flags reset when points would be accrued, requiring Security to be vigilant in ensuring the wellbeing and custody of Convicts if they want the points.

1 Convict = 1 point per 15 minutes. Thus a well behaved convict is 8 points in the average shift. Only Convicts accrue points, regular crew put into Perma do not benefit security in this manner.

An example list is as belows, these are simple examples and guesswork of what would be a viable system to aid Security without making them overly self sufficient. 

1 Point = Box of Shotgun Shells (Rubber or Beanbag.)

1 Point = Basketball (Or similar toy)

2 Points = 1 Prisoner Meal (2-3 items randomly assembled in a box from the substance vendor. Random chance for a higher quality item like a hot donk pocket or syndicake.)

3 Points = Prison Garb (Orange Suit, Orange Shoes, 1 Handcuff for shackles and 1 Bedsheet)

5 Points = Prisoner Tracker (extra Power Pack or similar item that allows additional Prisoners to be set on detail and earn points without being flagged as escaped while wearing)

6 Points = Botanical Tray

7 Points = Taser

8 Points = Prisoner EVA Suit (Bright Orange soft suit, comes with small Oxygen Emergency Tank)

8 Points = Janitorial Cart (Includes Mop, Signs, Spray Cleaner, Bucket and Soap)

10 Points = Riot Shotgun (Unloaded.)

15 Points = Box of Tear Gas grenades.

20 Points = Suit of Riot Armor

50 Points = Riot Control Bundle (2 Suits of Riot Armor, 2 Riot Shotguns with rubber shot loaded and 2 boxes of Tear Gas grenades)

 

 

Side-Antag: Pirates/ Prison Break: If three or more Convicts are active and alive on the station, a group of Pirates, Criminal Gangs or other nefarious may spawn with the intent of Liberating the Convicts and getting them off the station. This event would only fire 60 minutes into a round, and less likely to fire if an Syndicate Agents present among the crew had free, capture or kill objectives.

Edited by davidchan
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Shit yeah I'd play this. I think it might need to be a bit simpler to start of with - for both ease of implementation and to get used to the idea. I do worry that it's kinda a...mini-antag that people can play. I'd really want them to always have limited numbers, and always less than the number of security.

Some really well thought out and cool stuff here though, especially with the SoP etc.

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I'd agree that it might need to be implemented in steps or pieces, but for the most part this is a baseline goal for the end product, I wouldn't expect 100% of it to be implemented but at least given forth as details for the intent of the role.

As for the mini-antag status, I feel it works against them more than it works for them as members of security get more say in what they can do than the convict themself.

As for Convict Numbers vs Security, that is debatable in the same way Civilians vs Security numbers go. The role gives Security something to do when most crew are not causing trouble (hopefully cutting down on Security cracking down hard on minor violations if they have designated targets) but a remodel of security to contain more convicts and a Protective Custody wing could also come with more Job Slots for Security officers and potentially a karma role for Warden/Staff to specifically watch over the Perma inmates or a Brig Psychiatrist.


Overall I do really like the idea of NT being Morally Bankrupt and happily using long term prisoners, Enemies of the Corporation and other political dissidents for slave labor and live human test subjects while giving the crew a basis of how things could be worse instead of just assuming that Civilian is the bottom of the totem pole.

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2 hours ago, davidchan said:

I'd agree that it might need to be implemented in steps or pieces, but for the most part this is a baseline goal for the end product, I wouldn't expect 100% of it to be implemented but at least given forth as details for the intent of the role.

As for the mini-antag status, I feel it works against them more than it works for them as members of security get more say in what they can do than the convict themself.

As for Convict Numbers vs Security, that is debatable in the same way Civilians vs Security numbers go. The role gives Security something to do when most crew are not causing trouble (hopefully cutting down on Security cracking down hard on minor violations if they have designated targets) but a remodel of security to contain more convicts and a Protective Custody wing could also come with more Job Slots for Security officers and potentially a karma role for Warden/Staff to specifically watch over the Perma inmates or a Brig Psychiatrist.


Overall I do really like the idea of NT being Morally Bankrupt and happily using long term prisoners, Enemies of the Corporation and other political dissidents for slave labor and live human test subjects while giving the crew a basis of how things could be worse instead of just assuming that Civilian is the bottom of the totem pole.

Yeah absolutely. My main worry with numbers is that, in the first week or two of any new features, they've overrepresented because people want to try it out. Thus we'll see possibly 20 convicts and 2 sec which would be...actually kinda hilarious for one round, but bad after that ?

 

Overall love the thought put into this and think it has real potential, thanks again.

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1 minute ago, necaladun said:

Yeah absolutely. My main worry with numbers is that, in the first week or two of any new features, they've overrepresented because people want to try it out. Thus we'll see possibly 20 convicts and 2 sec which would be...actually kinda hilarious for one round, but bad after that ?

 

Overall love the thought put into this and think it has real potential, thanks again.

Cap it to an only roundstart role, 1-2 max. There.

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I'd absolutely love it, though I am curious; would these convicts be able to roll antag themselves, such as cling or vamp? Apologies if this is already answered, I may of missed it.

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My only worry is security all ready have a hard time checking in in permanent. And when they do, they prisoner is dead, missing, or breached a hole into space to escape. If there was a way to better monitor them.. like camera console in warden office or something...

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14 minutes ago, Rurik said:

I'd absolutely love it, though I am curious; would these convicts be able to roll antag themselves, such as cling or vamp? Apologies if this is already answered, I may of missed it.

 

4 hours ago, davidchan said:

Convicts would still be eligible for appropriate Antagonist roles (Such as Vampire or Changeling) but have lower roll rates on Syndicate Agents or Cultists (as they spawn with no inventory or bag to hide their gear.)

Under my proposed intent yes, though for some it would be extra hard mode since going loud would almost immediately make you eligible for KoS

11 minutes ago, Trubus said:

My only worry is security all ready have a hard time checking in in permanent. And when they do, they prisoner is dead, missing, or breached a hole into space to escape. If there was a way to better monitor them.. like camera console in warden office or something...

There... is a camera console in Warden office? Or are you suggesting a special camera for Brig/Perma only? I would certainly endorse Power Packs or what ever item we elect to use for tracking Convicts to have a camera on it (leading to the hilarity of a Warden/Sec officer checking the camera to see the pack laying abandoned in maint somewhere or even a 'FUCK NT' graffiti written next to it)

Perma would perhaps have to be expanded somewhat to accommodate more regular residents, though luckily we have vacant space north and west of the current layout.


Ideally I'd like to see up to 6 convicts per round, with more slots being opened in high pop. The more convicts in a round, the more chaos a G.R.E.Y.T.I.D.E. virus produces when they decide to risk bolting.

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It'd be nice for the warden/sec in general to have a little cam console, similiar to the one in engineering, just for monitoring the brig!

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Pretty interesting, I would add that security could earn more points if the convicts complete job details, adding more of an incentive to get convicts working for more points and more windows for escape.

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2 hours ago, necaladun said:

It'd be nice for the warden/sec in general to have a little cam console, similiar to the one in engineering, just for monitoring the brig!

There is one, but it's next to Perma.

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Idea sounds really good, but slots should probably only be available if there is a fully populated security (HoS, Warden, at least 2 officers), and then more open up as more officers are present.

If anything, it basically is a mini-antag status, but that can be okay with it locked behind (a small amount of) karma, and limited slots. Rolling additional antag could mean getting a prompt that you are a syndicate agent that failed your primary objective, and your new objective is just to get off the shuttle out-of-custody. Meanwhile, a nonantag convict could just be a NT employee that was fired due to some unspecified criminal behavior, with no additional objectives. 

Edited by BqRel
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  • 3 weeks later...

With the small amount of karma, the lenience on whether you can commit borderline antagonistic actions would be severely abused before you could even say permabrig. Also, permabrig without prior planning is near impossible to escape. Maybe get lucky and have the Greytide virus set you free? Maybe have the Warden go AFK while checking permabrig inside? Both are pretty unlikely, the latter being even more so.

Although, the idea of being a perma prisoner at round start is neat. Being a non antag and getting thrown in perma sucks, because you can’t robust your way out or you risk a bwoink. This gives you a chance to at least try to man your way out without being an antag.

 

Please don’t tell me I just necroposted 

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I think that alot of people would use that role to act as antag. But i do agree that it is an interesting position to start, and a great way have a good use for the labor camp in general. Maybe a convict player would also use this role to give a nice change of pace for the smaller roles (like psychologist).

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1 hour ago, Terrorxide said:

I think that alot of people would use that role to act as antag. But i do agree that it is an interesting position to start, and a great way have a good use for the labor camp in general. Maybe a convict player would also use this role to give a nice change of pace for the smaller roles (like psychologist).

I agree with the thought that convict could be used as antag alot, but I think the fact that it is behind a karma wall helps nullify that a bit. That is what, I think, karma is used for.

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I don't see how people would take this and be "antaggy" about it because the rules still apply to them just as they do to other roles.

Just because someone's a convict doesn't mean they turn into a bloodthirsty killer if they break out. 

 

What I'd like to see is this role being used early/mid-round as an event. You know how we get ERT shuttles, why can't we get a shuttle full of convicts (for some nonsense reason) to bring dead people back into a round. That would give the chance to test out how terrible or funny convicts are without having to do the heavy lifting in terms of altering code and before asking people to spend karma (not that it is hard to get) on them.

 

Also, 5 karma is far too little for a role which might attract shittiness, that's like one or two good rounds. Something like 20 or so isn't hard to get but would be enough to make people not want to have wasted on a jobban. 

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3 hours ago, Biffthegreat said:

I don't see how people would take this and be "antaggy" about it because the rules still apply to them just as they do to other roles.

Just because someone's a convict doesn't mean they turn into a bloodthirsty killer if they break out.

But because OP said there would be a little leeway on whether they could commit antagonistic actions, this role would and will attract people who would be happy to abuse this aspect if it means that they have more reasons to kill and/or harm people.

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I'm on mobile right now so can't give a proper response.

 

Long story short I was in the process of doin a reformat and supplement write up to flesh out the role more but RL concerns on top of lack of coder/dev response or interest put this on the back burner.

The 'antag status' detected earlier was supposed to be a shoe in for the potential of failed or captured antag agents with goals or objectives to survive and escape, while regular convicts may not have had violence convictions and this would be more inclined to just do what it takes to survive a round or potential assassinations.

 

Said leeway cuts both ways and puts convicts at a disadvantage given they get no access, no tools and extremely limited mobility and freedom. If a convict is caught trying to escape security would be reasonably allowed to give them a minor beating even in non violent breakouts. Convicts without proper antag objectives wouldn't be allowed to kill as regular crew save for last resort self defense where all other attempts to disuade conflict still result in someone violently pursueing them with a lethal intent and weapon.

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You could probably get them the red reminder text that collaborators get about not being an antag and self-antagging rules still applying.

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I agree with making it roundstart only. Doesn't make sense for a perma prisoner to just appear in perma mid round.

Could argue that anyone can take any role and make it antaggy. Rules exist and are enforced for everyone in every role.

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