Guide to Contraband

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Revision as of 17:57, 27 April 2018 by Synnono (talk | contribs) (Removed giant incomplete list of contraband items and replaced with guidelines.)
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This section or article is a Work in Progress.
Assigned to: None

Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to complain on the forums or try summoning another staff member.

General Contraband Guidelines

The term contraband applies to items in the illegal possession of people aboard the station. Generally speaking, “illegal possession” refers to:

  • Obviously dangerous items that a crew member should not possess without the appropriate qualifications for their job. Examples of this might include a botanist handling a phoron canister, a cargo tech with a chainsaw, or a chef with a chemical grenade.
  • Items that have been crafted for the explicit appearance of/use as an improvised weapon, or items with an obvious combat application. This includes things like pneumatic cannons, makeshift spears, and improvised armor. It does not necessarily include things like military uniforms, holsters, or other accessories. The item should appear to pose a threat to be treated as one.
  • Items that are restricted in Tau Ceti by law. Examples of this include military-grade equipment, federally controlled pharmaceuticals, and banned literature.


There are also circumstances in which an item should not be considered contraband because it is not illegally possessed:

  • When someone is authorized to possess an item via a correctly filled out and stamped NFC-0106 Executive Permission form or NFC-0210 Weapons Permit form, it is legally possessed. The Head of Staff responsible for this authorization may be liable for misuse of the item.
  • When an otherwise contraband item is protected by Station Directives. This includes the items stored in the Cargo Bay warehouse and within the Research department per Station Directive 4, and the Merchant’s sweet gun and wares per Station Directive 8.
  • When an item is misused, but by someone who is otherwise qualified to possess it. A botanist who attacks someone with a hatchet would be liable for the assault, but the hatchet is simply a legally possessed item used in an illegal way.


On Syndicate And Supernatural Items

Antagonists have access to a variety of items that are either designed to deceive people, or appear otherwise unknowable or strange. Generally speaking, these items should not be treated as contraband unless they fit one of the above guidelines. For example, a Syndicate revolver or energy sword are obvious deadly weapons and should be controlled, while a parapen looks like a regular pen to the naked eye and would probably be ignored in a search for weaponry until special attention is called to it. A wizard’s scrying orb looks like a plain old crystal ball. A cultist’s tome is a nonsensical book to the uninitiated. Generally speaking, until a non-antagonist witnesses an object’s supernatural abilities, it should not be a suspicious thing on its own.

Remember that the true nature of most antagonist equipment is not common knowledge, and roleplay accordingly.