Bay station 12 rules for dating

Guide to Paperwork - Baystation 12

bay station 12 rules for dating

Station, Location, Est. Return Keep Up-To-Date with these Real Time Service Notification Options: Follow our Service Alert Twitter Page. @SFBARTalert. Lines Serving this Station. Antioch to/from AM, Pittsburg / Bay Point . 12 PM, San Francisco International Airport. Please review the BART Bike Rules. Keep Up-To-Date with these Real Time Service Notification Options. Read CNN's Guantánamo Bay Naval Station Fast Facts and learn more about its detention facility, sometimes Updated PM ET, Tue September 11,

There's even a section of the wiki dedicated to lore. You are cordially encouraged to use character records to improve your experience and the experience of other players by filling them out. Take into account your character's comfort.

Rules - Baystation 12

For example, constantly wearing internals, or a bio suit, or a space suit would likely be very tiring or extremely uncomfortable for prolonged periods of time.

Don't wear these items without good reason. From a gameplay perspective, you're giving yourself an advantage without cost, so admins will most likely try to stop it. Don't play Mary Sues.

You should balance out your character with flaws and skills.

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Mary Sues are usually characters that have no or insignificant drawbacks to them and massive advantages. For example, war veterans are usually done very badly, as are Vat-grown prodigies. This also includes being massively experienced in areas your character has no reason to be a master in. Note that most people think they are 'very good roleplayers' but actually are not. This includes characters who are "important" - that is, you may not have family links to major politicians or corporate CEOs, be financially invested in the Torch or its corporations enough for your opinion to matter to the operation of the ship, or any other character background that attempts to give you additional leverage or power.

This includes characters who were "demoted", "transferred", or any other form of attempt to justify excessive experience or knowledge in a junior role. Officers may never be demotees. Enlisted persons may only be demotees within reason, such as a PO3 to a Crewman for a very minor charge, and never from a very senior rank.

bay station 12 rules for dating

Roleplay with regard for others. There are cases when you could perform perfect roleplay and still be banned. In order to avoid that, do not take on a role because you think it'd be fun for yourself. Restrict yourself to the knowledge of your character.

This is an important one. When you're the Physician, even if you, as a player, know how to hack an airlock, you should not do it unless your character has somehow gathered that knowledge.

In this regard, it is also important to mention that things are not as easy as they seem. Related to the previous point, when something needs to be done that is not in the field of your character, ask someone else to do it.

An example would be that you shouldn't treat yourself or give yourself implants when you don't have medical expertise. The Skill System is a useful tool in this situation, where you can clarify your characters skill for both yourself and admins.

However, anything above an average character will come under heavy scrutiny. For example when there is a vital task, such as running the engine, and no one of that field is currently playing, you can try to do the task, but you must make it seem like your character only understands it to their skill level. AI's are generally expected to know most of the ship's system and therefore can be consulted, and when the act is done entirely through computer systems it can access, can often do the job itself with minimal or minor human assistance where hands are needed.

Do not play a character that is overly comfortable with killing. A lot of players like to kill, so if it'd be allowed, they'd all roleplay insane sociopathic mass-murderers. But a ship full of sociopathic murderers wouldn't be fun for anyone. This is why you have to roleplay normal characters more often than not, or at least not someone who would be entirely outside the possibility of work on the ship.

Use an acceptable name. Your character's name should not have any honorifics or nicknames. Your character's name should not explicitly be a joke or a reference to popular culture. Obey the chain of command. Your character should respect and obey their superiors unless their orders are harmful to your character, in violation of the law, or would break the rules.

Characters who are excessively insubordinate would not remain employed for long. Any AIs or law-bound synthetics are required to obey their laws, and any AI-bound synthetics are required to obey their master unit. If you join the round in a certain job slot or role, you are expected to perform that job as well as possible.

Your character must be qualified for that job, and cannot have any disabilities, mental or otherwise, that would prevent them from doing that job effectively. Refrain from performing the duties of another job unless doing so is necessary for survival, or within reason if there are no other personnel available to do so.

This also applies to antagonist roles. The job of an antagonist is to make the round interesting and to antagonize the crew. You are expected to play a reasonable character that doesn't commit major crimes or cause significant problems for other characters without exceptionally good reason.

You should not try to cause excessive damage or steal the spotlight from the auto-assigned antagonists. Use different characters for non-crew roles. You should not play non-crew antagonists such as ninjas, wizards, raiders, or mercenaries as one of your normal characters. This also applies to other non-crew roles such as stowaway or merchant. Don't rejoin a round with a dead or ghosted character. If you have died or ghosted outside of cryo, then you cannot rejoin the round with the same character.

If rejoining the round as the same character after cryoing out, you may only rejoin as the job slot you cryoed out of. Exceptions can be made at an admin or moderator's discretion Ex: Joining as the wrong job slot. Don't perform any crew duties when playing a character who is off-duty.

Off-Duty characters cannot perform job-related actions or be issued weapons under any circumstances.

bay station 12 rules for dating

Do not ask Off-Duty characters to perform job-related actions or issue them weapons under any circumstances. Off-Duty characters' ranks are meaningless.

bay station 12 rules for dating

They must obey any ranked crew unless it would break 9. Using the Passenger role also counts as Off-Duty for characters that are not normally passengers, such as NT.

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Carrying over round events. It is acceptable to carry over relationships with other characters unless it includes antagonists or anything an antagonist has done. Do not play disabled characters beyond the limits specified. Have any missing limbs at all prosthetics do not count as missing. Have any mental disability that causes them to be non functional or dangerous. Be mute, deaf or blind. Service Department Contractors may be mute.

Have more than 2 missing limbs. Be blind or deaf or mute. Have any mental disability that would make them a danger to themselves or others. Antagonist Rules These rules and exemptions serve to allow antagonists the freedom to heavily influence the round and to drive the story forward by interacting with the crew via conflict. The purpose of antagonists is to make the round interesting for the players.

Antagonists are not exempt from the rules. Antagonists are still required to abide by the rules, despite having more leeway in some matters. Keep the rules in mind when playing as an antagonist, as it's likely that staff will scrutinize your actions closely.

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Antagonists are allowed to kill. Antagonists may use lethal force or damage the vessel in order to further their goals. This does not mean antagonists have a license to grief, or to go on a killing spree. It is encouraged to roleplay and interact with victims when possible, but you're allowed to kill other characters silently when necessary. Antagonists are allowed to have a wide array of skills. Antagonists have significant leeway in what their characters can or can't do, and in what knowledge they're allowed to have.

They are permitted to act outside their regular job or skillset as is necessary to keep the round interesting.

bay station 12 rules for dating

Antagonists' actions are not canon. After the round ends, any antagonists or actions taken by those antagonists cease to exist. There may be some information regarding antagonist types specified in the lore, that is considered canon.

Staff Rules These rules serve to maintain staff discipline and encourage staff to work with the players to ensure that the game remains enjoyable for everyone.

bay station 12 rules for dating

If you see a staff member breaking or abusing these rules, report it to the staff manager or create an official complaint. Senior staff members and the head administrator are permitted to provide exemptions to the rules. However, they are to be held personally accountable for the results of those exemptions.

Respect the Server and Character Rules. The staff team is not exempt from any of the rules under normal circumstances. Staff are held to a far higher standard than players as representatives of the server and should follow all of the rules they enforce to the best of their ability. As a staff member, your actions and words often affect community perception of the entire staff team.

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The effects of the depression on the city were profound, with virtually no new construction until the late s. At the time of Australia's federation on 1 JanuaryMelbourne became the seat of government of the federation.

The first federal parliament was convened on 9 May in the Royal Exhibition Building, subsequently moving to the Victorian Parliament House where it was located untilwhen it was moved to Canberra. The Governor-General of Australia resided at Government House in Melbourne until and many major national institutions remained in Melbourne well into the twentieth century. Suburban expansion then intensified, served by new indoor malls beginning with Chadstone Shopping Centre.

Many of the larger suburban mansions from the boom era were also either demolished or subdivided. To counter the trend towards low-density suburban residential growth, the government began a series of controversial public housing projects in the inner city by the Housing Commission of Victoriawhich resulted in demolition of many neighbourhoods and a proliferation of high-rise towers. The Bolte government sought to rapidly accelerate the modernisation of Melbourne. Major road projects including the remodelling of St Kilda Junctionthe widening of Hoddle Street and then the extensive Melbourne Transportation Plan changed the face of the city into a car-dominated environment.

Nauru 's then booming economy resulted in several ambitious investments in Melbourne, such as Nauru House. Inthe newly elected Kennett government began a campaign to revive the economy with an aggressive development campaign of public works coupled with the promotion of the city as a tourist destination with a focus on major events and sports tourism.

Other strategies included the privatisation of some of Melbourne's services, including power and public transport, and a reduction in funding to public services such as health, education and public transport infrastructure. There has been substantial international investment in the city's industries and property market. Major inner-city urban renewal has occurred in areas such as SouthbankPort MelbourneMelbourne Docklands and more recently, South Wharf.

According to the Australian Bureau of StatisticsMelbourne sustained the highest population increase and economic growth rate of any Australian capital city in the three years ended June Fromthe growth of the city extended into "green wedges" and beyond the city's urban growth boundary. Predictions of the city's population reaching 5 million people pushed the state government to review the growth boundary in as part of its Melbourne Five Million strategy. At this time, more new jobs were created in Melbourne than any other Australian city—almost as many as the next two fastest growing cities, Brisbane and Perth, combined, [67] and Melbourne's property market remained highly priced, [68] resulting in historically high property prices and widespread rent increases.

This section needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. August Main article: Geography of Melbourne Map of Melbourne and Geelong urban areas Melbourne is in the southeastern part of mainland Australia, within the state of Victoria.

Geologically, it is built on the confluence of Quaternary lava flows to the west, Silurian mudstones to the east, and Holocene sand accumulation to the southeast along Port Phillip. The southeastern suburbs are situated on the Selwyn fault which transects Mount Martha and Cranbourne. It extends northward through the undulating bushland valleys of the Yarra's tributaries— Moonee Ponds Creek toward Tullamarine AirportMerri CreekDarebin Creek and Plenty River —to the outer suburban growth corridors of Craigieburn and Whittlesea.

The city reaches southeast through Dandenong to the growth corridor of Pakenham towards West Gippslandand southward through the Dandenong Creek valley, the Mornington Peninsula and the city of Frankston taking in the peaks of Olivers HillMount Martha and Arthurs Seatextending along the shores of Port Phillip as a single conurbation to reach the exclusive suburb of Portsea and Point Nepean.