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All new agents are required to submit to a health exam within three days of their arrival unless given an excuse by an agent clearance level of 4 or above. Operatives who have not yet had this evaluation and have not yet been cleared for missions may not carry gate keys over clearance level zero, or partake in any missions. More information on these requirements can be found in the orientation guide. Additional evaluations are to be taken after every mission over danger level three or at the direction of an attending medical professional.
Teams consisting of more than three operatives will always have an individual who is on lead point, and a second in command. If the operative who is on lead becomes either emotionally or physically compromised, second in command is authorized to remove them from duty and take over lead, after which the next most experienced in the party will be promoted to second. Lead and Second are determined by rank and expertise, and are contextual to the needs of the individual mission.
In the event of a deadly contagion or magical plague on an alternate world, containment and quarantine measures must be enforced strictly. Operatives must take necessary precautions to prevent the spread of such diseases across dimensions, and may not return to the Omphalos until it can be confirmed that they are no longer contagious. The multiversal vaccine can protect against many ailments, but it is not infallible.
☉ OOC Notes
Sometimes which characters take lead or second will already be noted within the parameters of a particular mission-- usually dependent on specializations or clearance levels. However, when they aren't, you're welcome to use the system mentioned above, or just do whatever makes sense. This is meant to add a bit of party structure to those who want it, but it isn't a hard and fast rule. Have fun, and talk it out amongst yourselves.
Access to certain Gate keys and areas of the Omphalos are strictly regulated to operatives who have received clearance for those Gates and areas. Attempts to access restricted areas or Gates, or attempts to circumvent the safety settings on the Hazard simulator in the gymnasium will result in disciplinary action. All safety procedures are to be observed while entering and leaving containment cells or lab spaces, and private spaces and property, such as personal rooms, are to be respected.
Operatives are to be responsible for their Gate keys and Key Gauntlets. Temporary keys must be returned after mission completion, and permanent keys must be kept in secure locations or on one's person at all times. Gear borrowed from the tech hangar must be maintained and all reasonable efforts to return it in good shape must be taken. Lost or stolen keys and gear must be reported as soon as possible.
☉ OOC Notes
In some cases this is literal, and certain discord rooms may only be visible to some specializations or security ranks by design. This is to add a bit of a fun bonus to those who reach those goals. If you'd like to work towards a specific specialization or security rank for your character, please check out this page!
❔ Is my character allowed to visit their own world, even if they're at a lower clearance requirement?
❗Agents and residents of Sanctuary are not barred from going home. In the case where a world may be dangerous for reasons outside of Corruption, an individual is assumed to be able to handle the place where they lived/grew up and may come and go freely as long as the other rules are observed, and their activities don't become a security risk.
In cases where a world is fully or partially Corrupt, more caution may be taken. Full Corruption requires that individuals receive special permission to return to their world, and possibly an escort for safety. Partial Corruption, where some areas may still be safe, may allow for more wiggle room as long as the Corruption remains far enough from the area of visitation. The situation is often closely monitored by active agents stationed in the area, and though evacuation is the preferred route, the AotM is not in the habit of forcing populations to move.
Ongoing training and skill development are essential for all operatives. Regular training sessions and skill assessments are mandatory to ensure that operatives are prepared for a variety of mission scenarios. New agents will always be assigned to a mentor in order to help them better adjust to the complicated realities of living a multiversal life. Please reference your Orientation Guide to learn more about this.
Operatives are also encouraged to share knowledge and expertise with fellow team members. Collaboration and cross-training are essential for maintaining a well-rounded and adaptable team.
☉ OOC Notes
If you have your character run publicly offered classes or training sessions, make sure you come and collect your supply store points as a reward! You can collect 50 points for each roleplay of a class or training session your character runs with at least three posts, and an additional 100 points for each new character that attends one that hasn't before. It's a great way to get new people involved, so go invite them and get some points!
Operatives are expected to treat all team members and support staff with respect and professionalism. Discrimination, harassment, or any other form of unethical behavior will not be tolerated. The Omphalos is a place of refuge and cooperation. Operatives are encouraged to establish positive relationships with colleagues and offer support to those who may be struggling with the challenges of multiversal displacement.
Should you have a grievance with another agent, you are expected to find a way to work it out peaceably, or to take your issues to mediation via one of the Omphalos' counselors. Physical altercations outside of designated practice spaces and reasonable combat limits, and actions that result in disturbing the greater peace will result in suspension from missions and similar such consequences.
The choice to allow minors into our agent's ranks is not one made lightly. The endangerment of any child is never our first choice, but many of the young people who seek to join the AotM have lost their entire worlds, and many more possess considerable strengths and abilities of their own. It has been found that attempting to prevent these young people as a whole from involving themselves in the prevention of further losses to be more of a strain on the Omphalos's resources and more of a detriment to everyone involved than supervised involvement.
Any minor that can pass the AotM's health and training tests may be made an agent on a provisional basis. They will live, train, and undertake missions under the supervision and leadership of an adult chaperone, as well as share quarters with a team of no more than four others of their age until they are the age of majority for their species. Minors may petition for a different Chaperone at any time.
Repeated reprimands for dangerous or reckless behavior or purposeful flaunting of their chaperone's authority will result in expulsion from the Omphalos and an accelerated admittance into the relocation program.
☉ OOC Notes
Please be sure to read our content guidelines before picking up any character under the age of 18.
In addition, if your character winds up being placed in the 'relocation program', don't panic. It just means they get sent to live in Sanctuary with a surrogate family while they 'wait' for a spot in a new world to open up. Whether or not that spot ever does is up to you as the player, and there will be plenty of opportunities for your character to earn their spot back with the AotM instead if you would like to pursue them.
The enemy of my enemy is my friend, and strange times call for strange allies. The AotM takes many types within its ranks, an action necessary if we are all to survive, but those who have proven themselves a danger to themselves and others must operate under AotM's Leash Protocol until both the Guardians and AotM's psychologists have decided that they are no longer a danger. This includes those with a record of violent crime prior to joining up with the AotM and those who prove themselves dangerous during their time here.
Agents on the Leash Protocol may not take missions or visit recreational gates without an agent of at least Clearance Level Three to accompany them. They may gain higher security ranks themselves, but they may not travel unaccompanied until the Leash Protocol has been dropped. They may not enter the youth dorms, unaccompanied or otherwise unless they themselves are minors, and their access to certain gear and areas of the Omphalos will be limited without close supervision.
Agents on the Leash must report twice a week for psychological evaluation and therapy sessions. The tracking signals within their Key Gauntlets, databooks, and AotM provisions cards will be monitored for tampering or attempts at disabling, and any such attempts will swiftly alert nearby security or team leaders.
Any personal weapons or dangerous gear brought with them to the AotM must be kept in the Technology Hangar when not on duty.
☉ OOC Notes
If your 'Leashed' agent doesn't have another qualifying character available to come with them on missions or outings to recreational gates, then you're absolutely welcome to NPC one! We are asking people to self police on if their character gets the Leash Protocol or not. Please be realistic about who the AotM would allow to run around unchecked. If you abuse this privilege, staff will step in and may ask you to run new characters by us before roleplaying them from then on out. We don't like to do this-- it's more work for us, so just be smart and fair, and if you're not sure, you're always welcome to ask!
Characters on the leash protocol who act violently or disruptively frequently may find unpleasant consequences coming their way, including increased security, restraints, or even 'deep freeze' for repeat offenders, where truly dangerous individuals are put into suspended animation. The 'Freezer' is near the Vault in Sanctuary though, so escapes are frequent en route.
Again, we're asking you to self police. If you just let your characters get away with insane behavior where they should not, staff will step in. AotM agents are not incompetent and are capable of defending both themselves and others. Your character will find it very hard to 'lose' their agent more than once. Consider having them escape somehow to Sanctuary's wilds or Harbor if this chafes, or not starting them with the leash protocol at all. There are plenty of alternative options for baddies!
If you'd like to play a bad guy a little more freely, you can always start them out in Sanctuary or have them escape their 'leash' and flee to Harbor, or even start out there! They've got to know the right people of course, and be willing to keep a secret...
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Resources on the Omphalos, including food, water, and medical supplies, are to be used responsibly, as they are limited. Waste and excess consumption are discouraged, and recycling and conservation efforts are encouraged. Operatives are welcome to bring in their own supplies procured during away missions, for personal use or for donation to the greater community. Every little bit counts.
Operatives are responsible for keeping their own personal quarters clean and orderly, and the tolerance levels for personal mess are a personal matter, but the cleanliness of an individual's personal space will be enforced as a community problem if it should become a community problem. The cleanliness of communal areas is a collective responsibility; litter and destruction of communal property will not be tolerated.
All operatives must familiarize themselves with emergency evacuation procedures and be prepared to respond to alarms or crisis situations. Calm and efficient action is crucial in emergency scenarios.
Operatives may not discuss the Omphalos's mission or reveal the existence of the greater multiversal system with individuals not vetted by an Exosystem Specialist or a Guardian. People and places are linked in ways that are often complicated, and interacting with them without caution can result in a domino effect that will make our jobs harder, not easier. In some extreme cases they may even lead to destabilization and rifts occurring.
The two exceptions to this rule are beings who already have knowledge of the multiversal network, and damage control. If something has already happened to interfere with a world's natural development, then actions may be taken to attempt to repair that harm.
While operatives may interact with the general public of a world, they must make every effort to blend in, and they must not attempt to seriously alter any aspect of the social, cultural, or technological development of these places without first consulting specialists, less they do more harm than good. This means avoiding having your technology or magics falling into hands that have no business wielding them, as well as avoiding introducing concepts that run the risk of causing ripple effects.
If your physical appearance is wildly different from the local population’s, ensure that the image inducer on your gauntlet has been programmed and activated before entering public places, and make sure to practice your cover stories and brush up on local laws and customs when such information is available. Remember that image inducers only disguise your appearance-- be mindful of where your limbs are, and who touches you.
Operatives must also minimize their impact on the ecosystems of multiversal worlds. This includes not introducing invasive species, pollutants, or hazardous materials, or removing or destroying aspects of an environment that cannot be easily replaced. Preservation of natural habitats and biodiversity are a top priority.
You may also notice something called the cross-wave effect while you are interacting with individuals not native to the same universe as your own. It's called such because it's theorized that memories and energies from incompatible dimensions cancel each other out when they're close enough. You may have intimate knowledge of alternative versions of a person from your own or other worlds, but find that you cannot access that knowledge when near another version of that person, and they, likewise, may sometimes have trouble focusing on or even seeing information about alternative selves.
This doesn't always occur, but it is a common enough phenomenon during travel through the multiverse that there's no need for panic. It is not thought to cause any lasting harm beyond a sense of disorientation and temporary deja vu. The cross-wave effect tends to occur in even greater frequency within the Omphalos itself.
☉ OOC Notes
If your character needs to bring someone onboard, you are welcome to have them actually consult someone else's character, or you can hand wave them talking to an offscreen NPC Exosystem Specialist. It's not a requirement that you roleplay it out.
The Crosswave effect is to prevent people from blabbing about other character's secret identities, future stories, or other similar things without obtaining that player's consent. It's an optional effect, but a nice, in character way to prevent spoilers and ensure that everyone is on the same page. Make sure you're communicating with your partners, please-- especially on this issue.
It's not unusual for characters to appear in shows, movies, or comics in other worlds-- it's pretty widely accepted that this is some kind of psychic bleed between universes, and a character may remember that these pieces of media exist, but may not remember the specifics beyond things that would be publicly known information within that media character's world while interacting with them.
If your character somehow breaks the 'non interference rule', don't sweat it. As long as they're not destroying/altering whole worlds or civilizations, then it's really up to you what sort of consequences occur. It can be nothing at all. Fun comes first, so don't stress.
While by nature our fight against the Corruption requires us to often use violence, we must take every effort not to use more force than is necessary wherever we can. Discussion is preferable to force, and harm reduction should always be applied to any situation that cannot be resolved peacefully. Lethal force is an extreme last resort, and should be avoided at all costs. Please also remember that just because something doesn't look like you, that doesn't mean that it's a threat or non-sapient. Life comes in many forms, and we are here to help, not throw our weight around.
This also applies to Shades. While we are not sure if the Corruption process can be reversed or not, all Shades were once people-- some may even be people we once knew. There is no true way to tell what happens to Shades after they are 'killed', and doing so removes any chance there ever might have been of saving these people. This is not always avoidable, but every effort should be taken to preserve their recovery.
To avoid unfortunate accidents, living or magical specimens brought back from away missions must be properly contained and/or restrained until a specialist aboard the Omphalos can properly examine and approve them as safe. In the event that prisoners must be taken, they are to be escorted directly to one of the Omphalos's containment cells, after which the situation will be evaluated by security and medical teams.
All technology and magical artifacts brought back from away missions must be submitted for analysis and cataloging by the research department. Unauthorized use or experimentation with unknown technology or arcane devices is strictly prohibited.
If resources or materials from a world are required, they must be obtained through fair and ethical means, avoiding exploitation or harm to the local populations or ecosystems. A list of acceptable goods and currency for trade can be obtained in the tech hangar before a mission, or accessed through this databook. Currency or barter goods intended to be utilized for personal trade are capped at an amount expected for the average citizen of the areas an operative will be visiting. This is to avoid arousing suspicion towards our presence and to prevent the destabilization of local economies.
Larger amounts may be granted for specific and approved requests, during which a cover story will be crafted for your persona while on mission. You are expected to stick to this cover persona without deviating, and to purchase only the goods and provisions requested and approved prior to your mission.
All notable incidents, discoveries, and encounters during away missions must be reported promptly to the Omphalos command center upon return or when within the range of a multiversal communication beacon. Transparency and comprehensive reporting are essential for assessing risks and making informed decisions. If something goes wrong during your mission, or you or your team encounter something unusual, let HQ know as soon as possible, and ensure that it is included on your mission log when you return.
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SECURITY WARNINGS
While your character can get away all sneaky like with a lot of things in a lot of places, breaking local laws, engaging in aggressive behavior, or causing a disruption in well guarded or very public areas may result in In Character Consequences in the form of drawing the attention of local authorities such as the Omphalos's Security Team.
These warnings won't appear in every interaction-- generally if players are already policing their character's actions themselves, things are allowed to play out. However, where things might be getting out of hand and realistic consequences are continuously not happening, staff or those playing members of the Security Team may step in. Getting one of these warnings doesn't mean that you're in trouble OOCly, but it does mean that your characters may be in trouble shortly and should react accordingly. Players are expected to respond to these warnings.
Security warnings may also occasionally include additional information like flavor text to help add context, character actions if player character security is getting involved, or what might happen to your characters if they are about to be apprehended and don't manage to escape or smooth things over (jail time, a warning, hostilities, things like that.)
If you're part of one of the groups who are authorized to use these warnings (see below), feel free to copy and paste the images as you like, or save them to upload them into the discord directly (direct uploads often look nicer than links, but aesthetics are secondary.) Please ensure that when you're using these warnings, that the activities in question both warrant the warning and are something that would get those characters noticed or caught.
The following individuals may dole out these warnings as they see fit: AotM staff - Players with characters who are members of the Omphalos's Security Team - Characters who are security level 5 - Characters acting as guards or security in Sanctuary or Gate Worlds (only within those areas of authority)