VOIDSY: How does the defection system work?
EASTWOOD: You’ll know if your TCPs lean towards going rogue. It’s not a fast process, but the more they want to bail, the worse your connection gets to them.
EASTWOOD: If things start going fuzzy or distorted when you’re focused on one, tend to it before it gets bad- just like how you can’t fully hear other team TCPs.
VOIDSY: What counts as officially going rogue?
EASTWOOD: Once a TCP has completely rejected their deity, and refuses to work with them anymore, they’re rogue. It’s a permanent state and cannot be reversed.
VOIDSY: Do they count as their own side, or what?
EASTWOOD: They’re a neutral zone. They aren’t pledged to any gods, nor can they side up with anybody else. They can still work with other TCPs, but they don’t count towards any sort of team.
EASTWOOD: The only time I’ve ever seen a TCP go un-rogue was when someone appealed to an admin- and it sure as hell wasn’t Wax. The appeal’d have to be made by the TCP themself.
EASTWOOD: One more thing- rogue TCPs can be killed without a kill command issued. Once they hit zero, they’re done. No living past that.
VOIDSY: What happens to them at the end of the game?
EASTWOOD: If they survive, they get to go to a place called Paradise- it’s like the plane, but there’s no players.
EASTWOOD: Sometimes they can ask to go with a winning deity of their choice, but at the point where they went rogue, they usually don’t unless there’s friends of theirs that also survived.

VOIDSY: Can you explain admin intervention to us?
VOIDSY: We might be able to set up things that Spit would be disproportionately bad at, but we’re a bit concerned it’d attract the balancing.
VOIDSY: Devil’s in the details, and all.
EASTWOOD: Generally it takes fucking around with things that’d need to be given to everyone to make it remotely fair.
EASTWOOD: That, or anything that tries to circumvent how the game works-

Something feels wrong, all of a sudden, and you can tell it’s not just you- everyone tenses up.