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		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2026</id>
		<title>Metashield</title>
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		<updated>2026-03-04T17:45:54Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: Give cover story for them being incinerated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Exterminators ====&lt;br /&gt;
Assassins of unknown origin have been rumored that have unnatural resilience to basically all conventional weapons in a Security Team&#039;s arsenal. Their origin is unknown and reason for their killings unclear. They self destruct into a melted mess when they have finished their task. Weirdest yet, NanoTrasen and CentCom seem to dodge any questions on the topic...&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# Multiple confirmed reports of crew being flashed by other crew is grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Witnessing a Mindshield Implanter fail&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods. The NT official cover story is that these beings are Cannibals that have contracted a highly infectious Prion Disease.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing use of a non-NT Implant by anyone, such as cuffs being broken, or someone emitting an EMP, etc&lt;br /&gt;
** Discovering a used or unused non-NT Implanter or Implanter Box&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;You do not know for sure someone has an Implanter unless there is reasonable evidence, such as their DNA being on an Implanter Box or spent Implanter, you witnessing them use an Implant ability, or there being no other reasonable explanation for how they did something.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.After consuming Sapient blood, they are known to have manifested unnatural abilities such as invisibility, teleportation, immense strength, and even mind control.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone drinking blood from someone else&lt;br /&gt;
** Witnessing someone use any Vampire abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a magical ability&lt;br /&gt;
** A Wizard making an announcement with their Communications Console&lt;br /&gt;
** Finding a Wizard Shuttle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a kidnapping or attack from the distinctly looking xenoborgs&lt;br /&gt;
** Finding the Xenoborg Mothership&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunted ====&lt;br /&gt;
You saw something dreadful. It looked human at first, then it burned down to a metal skeleton. Nothing would slow it down and it acted with the single minded purpose of ending them, and it did. Crushed them like nothing, then it melted away in a brilliant fire. You watched it burn, and saw you watching. You have seen too much, it will come for you next. Of this you are certain...&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants knowledge that Exterminators exist.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=2025</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=2025"/>
		<updated>2026-03-04T17:43:23Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: /* Changelings */ Make metashield friendly. Does not actually change mechanics around lings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 10 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with known criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Tampering with Machinery|Tampering with Machinery (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Destruction of Property|Destruction of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Tampering with Machinery, Damage of Property, Destruction of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 5 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Tampering with Machinery&amp;quot; | Tampering with Machinery&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To tamper with a machine such as cutting wires or modifying their functions. Includes but is not limited to; consoles, airlocks, and Silicons.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 10 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Destruction of Property&amp;quot; | Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To destroy the property of another or the station. This includes but is not limited to work consoles, airlocks, and destroying or critically damaging a Cyborg&#039;s chassis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is considered cannibalism unless the source is consensual under the Religious Freedoms act (Paperwork with the Chaplin and Captain&#039;s stamp, plus signature of the donor is required for this exception). Discarded blood (Such as blood that a janitor would mop) is considered consensually given and does not require paperwork to be consumed.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response Teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoids with malicious intent. This only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon should be treated as Vandalism or Damage of Property depending on the severity, and Destruction of Property in the case that their chassis is destroyed or put into critical condition.&lt;br /&gt;
* Wiping a Positronic Brain is considered Destruction of Property, as you are wiping the software and training data used to construct the Silicon.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Extreme Cannibalism ===&lt;br /&gt;
Beings that consume the flesh of sapient creatures are under immense danger of contracting a Prion disease and infecting the rest of the crew. Beings that practice Cannibalism so recklessly as to contact such a disease may, on Code Blue or higher, be detained and forced to undergo a blood test to determine the presence of the disease. Any confirmed cases are to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual has a Prion disease, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=2024</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=2024"/>
		<updated>2026-03-04T17:37:20Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: /* Extreme Crimes */ Cannibalism is more harsh with recent vamp changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 10 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with known criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Tampering with Machinery|Tampering with Machinery (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Destruction of Property|Destruction of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Tampering with Machinery, Damage of Property, Destruction of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 5 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Tampering with Machinery&amp;quot; | Tampering with Machinery&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To tamper with a machine such as cutting wires or modifying their functions. Includes but is not limited to; consoles, airlocks, and Silicons.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 10 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Destruction of Property&amp;quot; | Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To destroy the property of another or the station. This includes but is not limited to work consoles, airlocks, and destroying or critically damaging a Cyborg&#039;s chassis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is considered cannibalism unless the source is consensual under the Religious Freedoms act (Paperwork with the Chaplin and Captain&#039;s stamp, plus signature of the donor is required for this exception). Discarded blood (Such as blood that a janitor would mop) is considered consensually given and does not require paperwork to be consumed.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response Teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoids with malicious intent. This only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon should be treated as Vandalism or Damage of Property depending on the severity, and Destruction of Property in the case that their chassis is destroyed or put into critical condition.&lt;br /&gt;
* Wiping a Positronic Brain is considered Destruction of Property, as you are wiping the software and training data used to construct the Silicon.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2023</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2023"/>
		<updated>2026-03-04T17:31:02Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: /* Vampires */  Inform sec of some general abilities so they know who vamps are dangerous&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Exterminators ====&lt;br /&gt;
Assassins of unknown origin have been rumored that have unnatural resilience to basically all conventional weapons in a Security Team&#039;s arsenal. Their origin is unknown and reason for their killings unclear. They self destruct into a melted mess when they have finished their task. Weirdest yet, NanoTrasen and CentCom seem to dodge any questions on the topic...&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# Multiple confirmed reports of crew being flashed by other crew is grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Witnessing a Mindshield Implanter fail&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing use of a non-NT Implant by anyone, such as cuffs being broken, or someone emitting an EMP, etc&lt;br /&gt;
** Discovering a used or unused non-NT Implanter or Implanter Box&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;You do not know for sure someone has an Implanter unless there is reasonable evidence, such as their DNA being on an Implanter Box or spent Implanter, you witnessing them use an Implant ability, or there being no other reasonable explanation for how they did something.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.After consuming Sapient blood, they are known to have manifested unnatural abilities such as invisibility, teleportation, immense strength, and even mind control.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone drinking blood from someone else&lt;br /&gt;
** Witnessing someone use any Vampire abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a magical ability&lt;br /&gt;
** A Wizard making an announcement with their Communications Console&lt;br /&gt;
** Finding a Wizard Shuttle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a kidnapping or attack from the distinctly looking xenoborgs&lt;br /&gt;
** Finding the Xenoborg Mothership&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunted ====&lt;br /&gt;
You saw something dreadful. It looked human at first, then it burned down to a metal skeleton. Nothing would slow it down and it acted with the single minded purpose of ending them, and it did. Crushed them like nothing, then it melted away in a brilliant fire. You watched it burn, and saw you watching. You have seen too much, it will come for you next. Of this you are certain...&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants knowledge that Exterminators exist.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=2004</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=2004"/>
		<updated>2026-02-18T14:17:11Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: /* NanoTrasen Representative */ updated per Karma&amp;#039;s feedback&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
6. Any sensitive documents within the NT Representative&#039;s possession at the start of the shift are to be kept secure. CC is to be contacted should any of these documents go missing. The NT Representative shall not accumulate additional documents.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law only when performing actions to protect their charge from an &#039;&#039;&#039;active threat,&#039;&#039;&#039; not a potential one.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit, this includes the LMG. Armory permits may only be issued on Blue Alert or higher.&lt;br /&gt;
&lt;br /&gt;
5. The BlueShield Officer is not restricted in the weapons they may carry, so long as armory weapons stay with the Warden&#039;s issued permit. However, their weapons should not be visible and must be holstered or placed in a bag or pocket on any alert level below Red.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
7. The Blueshield Officer cannot interfere with the lawful arrest of a Head of Command. &lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but may not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
6. Any sensitive documents found in the Magistrate&#039;s locker at the start of a shift are to be kept safe and secure at all times. It is the responsibility of the Magistrate alone to keep the documents secure. Should these documents go missing, CC is to be contacted at once.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
7. Any sensitive documents found in the Internal Affairs Agent&#039;s locker at the start of a shift are to be kept safe and secure at all times. It is the responsibility of the Internal Affairs Agent alone to keep the documents secure. Should these documents go missing, CC is to be contacted at once.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Career Trainer ==&lt;br /&gt;
1. NT Career Trainers reports directly to the Captain and NanoTrasen Representative.&lt;br /&gt;
&lt;br /&gt;
2. NT Career Trainers are to wear their company-provided uniform and &#039;&#039;&#039;jacket OR their issued beret/hat&#039;&#039;&#039; at all times while on duty. They are free to choose a beret that best matches their primary field of knowledge if they so desire. Additionally, Identifying equipment SHOULD not be distributed to crew members.&lt;br /&gt;
&lt;br /&gt;
3. NT Career Trainers are to be available to all Crewmembers, regardless of Department. You may not only assist a singular Department.&lt;br /&gt;
&lt;br /&gt;
4. NT Career Trainers are not to do a Trainee&#039;s work for them.&lt;br /&gt;
&lt;br /&gt;
5. NT Career Trainers are to use NCT Data Chips only to acquire the access necessary for providing training. They are not to use said access for other purposes.&lt;br /&gt;
&lt;br /&gt;
6. In the event of a lost or stolen NCT Data Chip, the NT Career Trainer is to report the incident to their local Nanotrasen Representative or Station Captain.&lt;br /&gt;
&lt;br /&gt;
7. NT Career Trainers may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=2003</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=2003"/>
		<updated>2026-02-18T00:57:26Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: Added SOP regarding secure+ documents that outline how to handle these documents, and state that it is the individual&amp;#039;s responsibility to keep the documents safe. This is to curtail NTRs demanding to take possession of all documents and give antags more of a fighting chance fir IAA docs since NTR generally has a body guard or at least has means to store the documents much more securely&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
6. Any sensitive documents found in the NT Representative&#039;s locker at the start of a shift are to be kept safe and secure at all times. Keeping these documents within the provided secure brief case is recommend. Should these documents go missing, CC is to be contacted at once. The NT Representative shall not accumulate all documents found on the station in one place, as that creates a single point of failure that would compromise many Corporate Secrets.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law only when performing actions to protect their charge from an &#039;&#039;&#039;active threat,&#039;&#039;&#039; not a potential one.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit, this includes the LMG. Armory permits may only be issued on Blue Alert or higher.&lt;br /&gt;
&lt;br /&gt;
5. The BlueShield Officer is not restricted in the weapons they may carry, so long as armory weapons stay with the Warden&#039;s issued permit. However, their weapons should not be visible and must be holstered or placed in a bag or pocket on any alert level below Red.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
7. The Blueshield Officer cannot interfere with the lawful arrest of a Head of Command. &lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but may not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
6. Any sensitive documents found in the Magistrate&#039;s locker at the start of a shift are to be kept safe and secure at all times. It is the responsibility of the Magistrate alone to keep the documents secure. Should these documents go missing, CC is to be contacted at once.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
7. Any sensitive documents found in the Internal Affairs Agent&#039;s locker at the start of a shift are to be kept safe and secure at all times. It is the responsibility of the Internal Affairs Agent alone to keep the documents secure. Should these documents go missing, CC is to be contacted at once.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Career Trainer ==&lt;br /&gt;
1. NT Career Trainers reports directly to the Captain and NanoTrasen Representative.&lt;br /&gt;
&lt;br /&gt;
2. NT Career Trainers are to wear their company-provided uniform and &#039;&#039;&#039;jacket OR their issued beret/hat&#039;&#039;&#039; at all times while on duty. They are free to choose a beret that best matches their primary field of knowledge if they so desire. Additionally, Identifying equipment SHOULD not be distributed to crew members.&lt;br /&gt;
&lt;br /&gt;
3. NT Career Trainers are to be available to all Crewmembers, regardless of Department. You may not only assist a singular Department.&lt;br /&gt;
&lt;br /&gt;
4. NT Career Trainers are not to do a Trainee&#039;s work for them.&lt;br /&gt;
&lt;br /&gt;
5. NT Career Trainers are to use NCT Data Chips only to acquire the access necessary for providing training. They are not to use said access for other purposes.&lt;br /&gt;
&lt;br /&gt;
6. In the event of a lost or stolen NCT Data Chip, the NT Career Trainer is to report the incident to their local Nanotrasen Representative or Station Captain.&lt;br /&gt;
&lt;br /&gt;
7. NT Career Trainers may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2002</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2002"/>
		<updated>2026-02-17T23:05:58Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: Changed Exterminator background to be second person. Hunted did not survive an Exterminator hunting them, just witnessed a hunt.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Exterminators ====&lt;br /&gt;
Assassins of unknown origin have been rumored that have unnatural resilience to basically all conventional weapons in a Security Team&#039;s arsenal. Their origin is unknown and reason for their killings unclear. They self destruct into a melted mess when they have finished their task. Weirdest yet, NanoTrasen and CentCom seem to dodge any questions on the topic...&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# Multiple confirmed reports of crew being flashed by other crew is grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Witnessing a Mindshield Implanter fail&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing use of a non-NT Implant by anyone, such as cuffs being broken, or someone emitting an EMP, etc&lt;br /&gt;
** Discovering a used or unused non-NT Implanter or Implanter Box&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;You do not know for sure someone has an Implanter unless there is reasonable evidence, such as their DNA being on an Implanter Box or spent Implanter, you witnessing them use an Implant ability, or there being no other reasonable explanation for how they did something.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone drinking blood from someone else&lt;br /&gt;
** Witnessing someone use any Vampire abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a magical ability&lt;br /&gt;
** A Wizard making an announcement with their Communications Console&lt;br /&gt;
** Finding a Wizard Shuttle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a kidnapping or attack from the distinctly looking xenoborgs&lt;br /&gt;
** Finding the Xenoborg Mothership&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunted ====&lt;br /&gt;
You saw something dreadful. It looked human at first, then it burned down to a metal skeleton. Nothing would slow it down and it acted with the single minded purpose of ending them, and it did. Crushed them like nothing, then it melted away in a brilliant fire. You watched it burn, and saw you watching. You have seen too much, it will come for you next. Of this you are certain...&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants knowledge that Exterminators exist.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2001</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2001"/>
		<updated>2026-02-17T22:48:37Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: Added content for Exterminators&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Exterminators ====&lt;br /&gt;
Assassins of unknown origin have been rumored that have unnatural resilience to basically all conventional weapons in a Security Team&#039;s arsenal. Their origin is unknown and reason for their killings unclear. They self destruct into a melted mess when they have finished their task. Weirdest yet, NanoTrasen and CentCom seem to dodge any questions on the topic...&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# Multiple confirmed reports of crew being flashed by other crew is grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Witnessing a Mindshield Implanter fail&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing use of a non-NT Implant by anyone, such as cuffs being broken, or someone emitting an EMP, etc&lt;br /&gt;
** Discovering a used or unused non-NT Implanter or Implanter Box&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;You do not know for sure someone has an Implanter unless there is reasonable evidence, such as their DNA being on an Implanter Box or spent Implanter, you witnessing them use an Implant ability, or there being no other reasonable explanation for how they did something.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone drinking blood from someone else&lt;br /&gt;
** Witnessing someone use any Vampire abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a magical ability&lt;br /&gt;
** A Wizard making an announcement with their Communications Console&lt;br /&gt;
** Finding a Wizard Shuttle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a kidnapping or attack from the distinctly looking xenoborgs&lt;br /&gt;
** Finding the Xenoborg Mothership&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hunted ====&lt;br /&gt;
Something hunts you. It looked human at first, then it looked like a metal skeleton. Nothing would slow it down and it acted with the single minded purpose of ending you. You got away, but you know it will be back. Its reasons are unknowable, but you have a theory... It doesn&#039;t hunt you for something you did, it wants to Exterminate you for something you will do.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants knowledge that Exterminators exist.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1987</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1987"/>
		<updated>2026-02-13T00:26:37Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: remove command level xenoborg stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Bright-Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Basic Xenoborgs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Secure Knowledge cheat sheet (Security)&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Secure Knowledge cheat sheet (Security)&lt;br /&gt;
|-&lt;br /&gt;
|Revs:&lt;br /&gt;
*Sec knows that revs exist and are Enemies of Corporation. They do not know how many are possibly on station.&lt;br /&gt;
*Sec knows that revs use flashes, though direct observation of a single conversion is not a trigger to know there is a revolution ongoing, though multiple is.&lt;br /&gt;
*Sec may suspect there is a brewing revolution when crew using flashes to a wide degree that cannot be reasonably called pranks and investigate further&lt;br /&gt;
*De-Mindshielded command is reasonable proof that a revolution is brewing (and they should get a mindshield)&lt;br /&gt;
*Supply portals opening without dragon being a reasonable explanation is a confirmation&lt;br /&gt;
*Inexplicably armed crew with Commie gear (portal should have already revealed this though)&lt;br /&gt;
*Someone being MindShielded revealing their allegiance is confirmation&lt;br /&gt;
*A MindShield failing is confirmation, but if there has been no violence they should not be executed.&lt;br /&gt;
Lings:&lt;br /&gt;
*Changelings exist&lt;br /&gt;
*Centrifuge to test for them&lt;br /&gt;
*Arm blades and armor forms are known of&lt;br /&gt;
*Mute toxin&lt;br /&gt;
*Escape from cuffs&lt;br /&gt;
*Regeneration from even death&lt;br /&gt;
*Can change to mimic crew that they have killed&lt;br /&gt;
Xorgs:&lt;br /&gt;
*Xenoborgs’ appearance and goals to convert crew&lt;br /&gt;
*4 basic borg chassis that are possible and their general strengths and weaknesses&lt;br /&gt;
*More than one borg must be spotted to confirm full blown Xenoborgs (Solo derelict Xenoborgs should be a thing in the future)&lt;br /&gt;
*EMP’s work well&lt;br /&gt;
*Core Pin pointers point at Mother&lt;br /&gt;
*Do not know that Xenoborgs are considered an existential threat&lt;br /&gt;
Syndicate:&lt;br /&gt;
*Syndicate will send agents to disrupt NT stations regularly&lt;br /&gt;
*Low level syndicate contra should be assumed to be from salvaged wrecks. Persons equipped with a blood red suit but not visibly armed should be treated as a crew with minor conta&lt;br /&gt;
*EMAG, Access breaker, Jaws of death, Radio jammers, and syndicate weapons are well understood by Sec&lt;br /&gt;
*The existence of freedom implants, radio implants, and storage implants are known. Failed extractions may be grounds to charge for prisoner abuse though&lt;br /&gt;
*The existence of uplinks are known, but not how they are accessed by on station agents&lt;br /&gt;
*Common Syndicate thievery targets are known&lt;br /&gt;
Bright-Eyes:&lt;br /&gt;
*Bright-eyes are visitors, but should be closely monitored. Minor Corporate law violations should be forgiven&lt;br /&gt;
*Their teleportation ability is known, as well as the fact that Bluespace Crystals disrupt it&lt;br /&gt;
Vampires:&lt;br /&gt;
*Vampires are known&lt;br /&gt;
*The have magical abilities that use blood as a fuel&lt;br /&gt;
*They hold no special protections in the law, but they are expected to follow the law as any normal crew should. The simple fact that they are a Vampire is not grounds to charge a Vampire with any crime.&lt;br /&gt;
Wizards:&lt;br /&gt;
*Wizards are real, but NT thinks they are all insane lunatics&lt;br /&gt;
*Spells known include Fireball, Limited teleportation, Rod form, and the healing wand&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
The information contained in this document is restricted from common crew as only your superior emotional intelligence has been judged to be capable of handing the truth without becoming ineffectual in your duties. As such, sharing of any of this information with those outside of security is considered Treason unless authorized to by the HOS, Captain, or local NanoTrasen Representative. This information could cause the crew to panic, not trust one-another, and lead to station inefficiency and lost profits.&lt;br /&gt;
&lt;br /&gt;
If you hear any of these facts discussed with or around common crew, they are to be discredited. If an audience is listening and seems to be believing them, they are to be immediately detained for Sedition and Disturbance. Command should be informed of the situation where they shall handle the rest of the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
Revolutionary methods&lt;br /&gt;
As all NT personnel are aware, the USSP is at odds with the core principals of the Trans Solar Federation and agents of the rogue state are considered enemies of the corporation that seek to destroy our cultural identity. To this end, they employ special &#039;recruiters&#039; who hypnotize helpless members of the crew into blood thirsty killers that wish to eat the babies of hard working Capitalistic members of NanoTrasen like yourself. &lt;br /&gt;
Recruiters do this by utilizing ordinary flashes that interact with a special irremovable chip in their brains to beam Soviet propaganda directly into crew members&#039; memories, overwriting all the love they have for NanoTrasen and their fellow crew. Thankfully NanoTrasen has developed the MindShield to protect important folks like yourself, and can even be used to restore the positive memories of brainwashed crew.&lt;br /&gt;
Do note that MindShields do not work on &#039;recruiters&#039; due to their USSP implants, and thus should be charged with Refusal of Mental Shielding. If there is strong proof of their ties to the USSP directly, they should additionally be charged with Enemy of Corporation and faced with Execution. Any individuals that refuse mental shielding during or after a confirmed revolution have sufficient proof to charge them with EoC.&lt;br /&gt;
&lt;br /&gt;
The main threat &#039;recruiters&#039; pose to the station beyond the mind control of crew is their subtlety in their craft as use of the flash to mind control crew is indistinguishable from common &#039;pranks&#039; that the lower class play on each other. As such, there are limited ways to prove a revolution is brewing. &lt;br /&gt;
&lt;br /&gt;
Should multiple of the following be observed, Security should suspect and investigate the possibility of USSP presence on the station:&lt;br /&gt;
*Wide spread reports or observations of common crew using flashes&lt;br /&gt;
*Departments not meeting quota&#039;s due to a large portion workers being derelict in their duties&lt;br /&gt;
*Heads of staff or members of security missing their MindShields&lt;br /&gt;
*Common crew being found with large numbers of flashes&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to believe a revolution is on the brink of breaking out into full conflict:&lt;br /&gt;
*Crew discussing wages and benefits&lt;br /&gt;
*Any mention of &#039;Unions&#039;, &#039;Comrade&#039;, or &#039;workers rights&#039;&lt;br /&gt;
*Large congregations of crew that have been flashed&lt;br /&gt;
*Implant Extractors being made in medical without Sec requesting them&lt;br /&gt;
*Station alerts of energy surges (This can also indicate dragon attacks, therefore context must be considered)&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to consider a revolution as confirmed:&lt;br /&gt;
*Crew organizing into Unions and demanding modifications to their contracts&lt;br /&gt;
*Masses of crew observed to be armed with USSP pattern equipment&lt;br /&gt;
*A mind shield revealing someone’s true allegiance&lt;br /&gt;
*Otherwise normal crew kidnapping others in mass&lt;br /&gt;
*Announcements on the common radio such as &amp;quot;Viva&amp;quot;, &amp;quot;We just want fair wages&amp;quot;, &amp;quot;I sometimes dislike how NanoTrasen treats us&amp;quot;, &amp;quot;The gentle worker shall no longer be oppressed&amp;quot;&lt;br /&gt;
*Any mention of &#039;Cargonia&#039;&lt;br /&gt;
Under these circumstances, any suspected of being mind controlled or a recruiter should be detained and mind shielded. Requesting &#039;Gamma&#039; from CC to enact martial law&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
As is common knowledge in the exobiology field, in the year 2398 a race of beings capable of taking on the form and memories of sapient creatures was discovered that had the animistic urge to consume sentient beings. Obviously such creatures cannot be allowed to live and a CBURN campaign was launched to wipe these creatures out.&lt;br /&gt;
&lt;br /&gt;
This resulted in the successful eradication of all major &#039;Changeling&#039; nests and their home world. Unfortunately, Changelings are resilient and small hidden nests persist to this day like cockroaches, and are even harder to kill. Their appearance in NT controlled space is extremely rare and should be the last assumption made, but should be considered if there is no other possible explanation.&lt;br /&gt;
&lt;br /&gt;
Changelings suffering from malnutrition will present symptoms of uncontrollable shaking. They may also mutate their outer layers into deadly weapons or shields, manufacture acid strong enough to melt cuffs from their wrists, numbing the throat of victims to silence them, or grow bone shards that they can throw like knives. These creatures are formidable opponents and should not be engaged alone.&lt;br /&gt;
&lt;br /&gt;
Confirming an individual is a Changeling can be done by taking a blood sample and centrifuging it. This causes consumed victims&#039; blood to separate from the acidic blood of a Changeling, and on recombination causes a violent biological surge.&lt;br /&gt;
&lt;br /&gt;
As long as Changelings have stored biomass they are capable of recovering from any injury, even a dead Changeling can heal itself into a lethal threat. The only way to ensure a Changeling is dead is if it is a pile of ash. &lt;br /&gt;
&lt;br /&gt;
Changeling Victims have been described as &#039;Drained&#039; or &#039;Hollow&#039; from the process of so much biomass of the victim being taken by the Changeling. Post revival has also shown a victim&#039;s blood to be highly acidic instead of typical. Treatment of these victims is usually genetic healing cryo chems or organ transplants by a surgeon. &lt;br /&gt;
&lt;br /&gt;
When questioned by crew as to why a Changeling that they thought of as crew was not being given due process, it may be explained that they were a cannibal cultist; murdering and eating crew raw in maintenance tunnels in some deranged ritual. Were this not bad enough, they contracted a prion from eating sentient brains that is eating away their brain and causing spasms. Even dead, prions are extremely dangerous and must be incinerated before they can spread to crew.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
Nosferatu virus is an infection of the blood that has a rare interaction with some beings that modify them into what some may consider to be a &#039;Vampire&#039; in that they require fresh blood to sustain themselves. Documented encounters have shown them to possess strange abilities that utilize blood as a fuel to perform feats that can only be described as &#039;Magic&#039;. &lt;br /&gt;
&lt;br /&gt;
The last documented encounter before 2525 was in 2330. It was thought that they had died out, but recent reports imply that a group of them have become active in the Starlight Sector. While they all certainly share some common origin based on the timing, their methods and motivations seem to vary wildly. Some have openly shared their existence and subsist on consensual blood donations, while others have shown extreme hostility to all life on the station and have clear agendas that include the murder of crew or theft of items. Due to this, any known Vampires should be closely monitored, especially if they have not shared their nature.&lt;br /&gt;
&lt;br /&gt;
Disclosure to crew should be limited to information on &#039;open&#039; vampires to facilitate peaceful co-existence during the shift. Those informed of Vampires must not further share their existence and will be debriefed at CC to ensure compliance. &#039;Open&#039; Vampires should also be informed to limit the disclosure of their nature to prevent panicking crew. Overtly hostile Vampires will likely qualify for summary execution under standard Corporate Law, and should be handled with extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
&#039;Wizards&#039; is a catchall term for those that use strange abilities that they market as so-called &#039;magic&#039;. These mentally ill are too far gone for treatment, their motives and agendas as scrambled as their brains. Wizards often try to present themselves as part of a Sovereign entity known as &#039;The Wizard Federation&#039;, but beyond that show no cohesion. As a result, individuals presenting themselves as &#039;Wizards&#039; vary extensively in their wants and modus-operandi and must be reacted to carefully. &lt;br /&gt;
&lt;br /&gt;
Some have shown in times of need and assisted crews to overcome great challenges, others have been those great challenges. It is up to Security and Command to ensure these agents of chaos are placated or otherwise dealt with decisively.&lt;br /&gt;
&lt;br /&gt;
Some abilities these &#039;Wizards&#039; have shown include producing explosions of fire cast from their fingers, manifesting a wand capable of healing most any injuries, limited teleportation, and extreme body densification and sudden mass accumulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
New reports have surfaced that rouge Silicons have started to surface near the Starlight sector. They seem to be a collection of derelict Borgs that have networked with each other and modified themselves into sapient killing machines! They are extremely dangerous entities that seek to grow their numbers by acquisition of more computing power in the form of sapient brains. They are distinctly identified by the black and blue colour scheme.&lt;br /&gt;
&lt;br /&gt;
To avoid the risk of mass panic, crews should be assured that these derelict Borgs pose no danger to the crew inside the station, but extra vehicular activities should be suspended out of an abundance of caution. Sec has all the tools needed at their disposal to effectively deal with the Xenoborg threat! It is not uncommon for &#039;Motherless&#039; Xenoborgs to drift into NT stations, and as such lone Xenoborgs should be dealt with as isolated incidents.&lt;br /&gt;
&lt;br /&gt;
All encounters with Xenoborgs documented so far have been immediately hostile, with them abducting NanoTrasen employees and extracting their brains. Both biological and Positronic brains can be installed in new Xenoborgs where their laws enslave them to gather more materials to fabricate more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
These Xenoborgs come in 5 categories that are known about:&lt;br /&gt;
*&#039;Mother&#039; - A rampant AI and the hub of the Xenoborg swarm, destroying it will trigger all active Xenoborgs to self terminate. It is also the only Xenoborg capable of constructing more Xenoborgs.&lt;br /&gt;
*Scout - Light weight units that utilize speed and melee to rush down hapless crew. They hover above the ground on small thrusters and are also highly maneuverable in space. Their light construction makes them easily dispatched from range with small arms fire.&lt;br /&gt;
*Heavy - Opposite to the Scouts in every way, they are slow lumbering masses of plasteel with simple laser weapons that basic reflective or heat absorbent armor can protect from indefinitely. Their heavy armor does mean that dispatching of them requires massed fire to dispatch, but their slow speed makes them easy to pick off&lt;br /&gt;
*Engineer - This unit is akin to a brig medic, sustaining their kin in fire fights and breaching defenses. If spotted they should be prioritized as without their repair tools, the rest of the Borgs will be unable to sustain themselves.&lt;br /&gt;
*Stealth - These units possess rudimentary background simulation panels that are able to fool the unobservant into not noticing them. They also have a hypodermic needle that they use to inject a heavy sleeping agent that can take 30 seconds to a minute to take effect. Due to the nature of these display panels, they have next to no armor and are easily dispatched even with simple tools such as crowbars. Due to the existence of these, movement alone is not advised during a Xenoborg attack.&lt;br /&gt;
&lt;br /&gt;
Thankfully Xenoborgs are easily dealt with and are hardly a problem to a well organized crew. They are slow and cumbersome, are weak to all forms of EMP weapons, and can be cut off by simple barricades. Coordination with a station AI is vital for an effective defense. Xenoborgs contain a device used for locating their &#039;Mother&#039;. Once enough Xenoborgs are salvaged a pin pointer from their fragments can be created that will guide Security to the core, so that the machine menace can be ended once and for all!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The full capabilities of these Borgs is not fully understood as stations that could not quickly defeat a Xenoborg incursion left little data beyond wreckage behind. Captains must take every precaution against being taken by Xenoborgs, and should be prepared to detonate the on-site nuclear device should recovery be unlikely, as permitting Xenoborgs to grow by any degree is an existential threat to all Sapient life in the galaxy.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment and Sponsors ====&lt;br /&gt;
As you are aware from news reports, Syndicate agents are commonly dispatched to disrupt NanoTrasen Station operations. They often utilize certain tools in their craft, some of which date back to the Podwar era. &lt;br /&gt;
&lt;br /&gt;
Common tools: Podwar era soft and hard suits, web vests and chest rigs, Syndicate tool boxes, and Syndicate welding masks. &lt;br /&gt;
These items are still commonly found by spacers and make their way onto stations in ways that do not necessarily indicate syndicate activity.&lt;br /&gt;
&lt;br /&gt;
Less common tools: EMAG, Access breaker, Jaws of death, and Radio jammers.&lt;br /&gt;
These items are high end Syndicate equipment that are well guarded by agents. These items do sometimes turn up on black markets, but their presence on a station is strong evidence that some form of syndicate activity is occurring. These tools are frequently sold after missions into the black market where other neerdowells may get their hands on them.&lt;br /&gt;
&lt;br /&gt;
Advanced tools: Syndicate weapons, energy swords, implants, and uplinks. &lt;br /&gt;
Syndicate weapons are rarely found on the black market and thus are generally sure signs that someone found in possession and use of these is very likely a syndicate agent of terrorism.&lt;br /&gt;
&lt;br /&gt;
It is known that members of the Syndicate produce various implants for their agents, though they are too varied and customized to fully document. Some notable examples include implants that allow an agent to slip from cuffs, communicate on hidden comms, and concealed pockets. It is impossible to validate the existence of the implants directly without immense risk; improper use of implant extractors carry the risk of grave bodily harm to the user, and should only be done when evidence is certain. Implant removal is a very painful process, and if conducted improperly may classify as prisoner abuse. &lt;br /&gt;
&lt;br /&gt;
It is known that Syndicate agents possess a tool called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; that can be used to redspace syndicate tools to agents in the field. How this &#039;uplink&#039; is accessed or used is not known to NanoTrasen. Any intelligence on uplinks should be reported to CC in extreme detail.&lt;br /&gt;
&lt;br /&gt;
Manufacturers of this equipment seem to be Cybersun, Waffle Co., and Interdyne; though definitive proof linking these corporations to the Syndicate is difficult to acquire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
◆ You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
From decades of experience, it is known that the syndicate targets specific high end NanoTrasen equipment. It is presumed that this stolen equipment is used in the production of their advanced equipment. This commonly includes: CE&#039;s mag boots, the Captain&#039;s Antique laser pistol, the RD&#039;s hand teleporter and hardsuit, the CMO&#039;s hypospray and Portable Crew Monitor, etc.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bright-Eyes ====&lt;br /&gt;
Bright-eyes are the alternative and seemingly natural state of Shadekin, a Inter dimensional race that regularly is more akin to an ensemble of often solitary vagrants. Their appearance in the Starlight Sector is a new development and any intel is to be reported in detail to CC on regular intervals if contact is made, as only a handful of interactions have been documented so far.&lt;br /&gt;
&lt;br /&gt;
Encounters with Bright-eyes have displayed great variance in attitude and intent, however most commonly seen as observers seeking to understand, with some accounts of potential hostility in a few cases. Due to varied accounts, handling of the instances are to be cautious and investigative on first contact, and proceed further with what is gleaned from the interaction as per reason, be it containment, neutralization, or monitored dwelling aboard.&lt;br /&gt;
&lt;br /&gt;
Bright-eyes have been shown to be able to seemingly teleport short distances. The exact mechanism for this remains a mystery, though Bluespace Crystals are known to disrupt this travel. &lt;br /&gt;
&lt;br /&gt;
Peaceful Bright-eyes may be treated as a Visitor and be issued the relevant ID. There is no need to restrict crew from speaking with them, though any that do should be interviewed after the encounter and their interactions logged so that the interactions can be closely examined at CC. While Corporate law does apply to them, their lack of familiarity with our society should be considered in all security interactions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1986</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1986"/>
		<updated>2026-02-13T00:25:05Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: /* Complete Xenoborgs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Complete Xenoborgs&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Bright-Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Basic Xenoborgs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Secure Knowledge cheat sheet (Security)&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Secure Knowledge cheat sheet (Security)&lt;br /&gt;
|-&lt;br /&gt;
|Revs:&lt;br /&gt;
*Sec knows that revs exist and are Enemies of Corporation. They do not know how many are possibly on station.&lt;br /&gt;
*Sec knows that revs use flashes, though direct observation of a single conversion is not a trigger to know there is a revolution ongoing, though multiple is.&lt;br /&gt;
*Sec may suspect there is a brewing revolution when crew using flashes to a wide degree that cannot be reasonably called pranks and investigate further&lt;br /&gt;
*De-Mindshielded command is reasonable proof that a revolution is brewing (and they should get a mindshield)&lt;br /&gt;
*Supply portals opening without dragon being a reasonable explanation is a confirmation&lt;br /&gt;
*Inexplicably armed crew with Commie gear (portal should have already revealed this though)&lt;br /&gt;
*Someone being MindShielded revealing their allegiance is confirmation&lt;br /&gt;
*A MindShield failing is confirmation, but if there has been no violence they should not be executed.&lt;br /&gt;
Lings:&lt;br /&gt;
*Changelings exist&lt;br /&gt;
*Centrifuge to test for them&lt;br /&gt;
*Arm blades and armor forms are known of&lt;br /&gt;
*Mute toxin&lt;br /&gt;
*Escape from cuffs&lt;br /&gt;
*Regeneration from even death&lt;br /&gt;
*Can change to mimic crew that they have killed&lt;br /&gt;
Xorgs:&lt;br /&gt;
*Xenoborgs’ appearance and goals to convert crew&lt;br /&gt;
*4 basic borg chassis that are possible and their general strengths and weaknesses&lt;br /&gt;
*More than one borg must be spotted to confirm full blown Xenoborgs (Solo derelict Xenoborgs should be a thing in the future)&lt;br /&gt;
*EMP’s work well&lt;br /&gt;
*Core Pin pointers point at Mother&lt;br /&gt;
*Do not know that Xenoborgs are considered an existential threat&lt;br /&gt;
Syndicate:&lt;br /&gt;
*Syndicate will send agents to disrupt NT stations regularly&lt;br /&gt;
*Low level syndicate contra should be assumed to be from salvaged wrecks. Persons equipped with a blood red suit but not visibly armed should be treated as a crew with minor conta&lt;br /&gt;
*EMAG, Access breaker, Jaws of death, Radio jammers, and syndicate weapons are well understood by Sec&lt;br /&gt;
*The existence of freedom implants, radio implants, and storage implants are known. Failed extractions may be grounds to charge for prisoner abuse though&lt;br /&gt;
*The existence of uplinks are known, but not how they are accessed by on station agents&lt;br /&gt;
*Common Syndicate thievery targets are known&lt;br /&gt;
Bright-Eyes:&lt;br /&gt;
*Bright-eyes are visitors, but should be closely monitored. Minor Corporate law violations should be forgiven&lt;br /&gt;
*Their teleportation ability is known, as well as the fact that Bluespace Crystals disrupt it&lt;br /&gt;
Vampires:&lt;br /&gt;
*Vampires are known&lt;br /&gt;
*The have magical abilities that use blood as a fuel&lt;br /&gt;
*They hold no special protections in the law, but they are expected to follow the law as any normal crew should. The simple fact that they are a Vampire is not grounds to charge a Vampire with any crime.&lt;br /&gt;
Wizards:&lt;br /&gt;
*Wizards are real, but NT thinks they are all insane lunatics&lt;br /&gt;
*Spells known include Fireball, Limited teleportation, Rod form, and the healing wand&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
The information contained in this document is restricted from common crew as only your superior emotional intelligence has been judged to be capable of handing the truth without becoming ineffectual in your duties. As such, sharing of any of this information with those outside of security is considered Treason unless authorized to by the HOS, Captain, or local NanoTrasen Representative. This information could cause the crew to panic, not trust one-another, and lead to station inefficiency and lost profits.&lt;br /&gt;
&lt;br /&gt;
If you hear any of these facts discussed with or around common crew, they are to be discredited. If an audience is listening and seems to be believing them, they are to be immediately detained for Sedition and Disturbance. Command should be informed of the situation where they shall handle the rest of the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
Revolutionary methods&lt;br /&gt;
As all NT personnel are aware, the USSP is at odds with the core principals of the Trans Solar Federation and agents of the rogue state are considered enemies of the corporation that seek to destroy our cultural identity. To this end, they employ special &#039;recruiters&#039; who hypnotize helpless members of the crew into blood thirsty killers that wish to eat the babies of hard working Capitalistic members of NanoTrasen like yourself. &lt;br /&gt;
Recruiters do this by utilizing ordinary flashes that interact with a special irremovable chip in their brains to beam Soviet propaganda directly into crew members&#039; memories, overwriting all the love they have for NanoTrasen and their fellow crew. Thankfully NanoTrasen has developed the MindShield to protect important folks like yourself, and can even be used to restore the positive memories of brainwashed crew.&lt;br /&gt;
Do note that MindShields do not work on &#039;recruiters&#039; due to their USSP implants, and thus should be charged with Refusal of Mental Shielding. If there is strong proof of their ties to the USSP directly, they should additionally be charged with Enemy of Corporation and faced with Execution. Any individuals that refuse mental shielding during or after a confirmed revolution have sufficient proof to charge them with EoC.&lt;br /&gt;
&lt;br /&gt;
The main threat &#039;recruiters&#039; pose to the station beyond the mind control of crew is their subtlety in their craft as use of the flash to mind control crew is indistinguishable from common &#039;pranks&#039; that the lower class play on each other. As such, there are limited ways to prove a revolution is brewing. &lt;br /&gt;
&lt;br /&gt;
Should multiple of the following be observed, Security should suspect and investigate the possibility of USSP presence on the station:&lt;br /&gt;
*Wide spread reports or observations of common crew using flashes&lt;br /&gt;
*Departments not meeting quota&#039;s due to a large portion workers being derelict in their duties&lt;br /&gt;
*Heads of staff or members of security missing their MindShields&lt;br /&gt;
*Common crew being found with large numbers of flashes&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to believe a revolution is on the brink of breaking out into full conflict:&lt;br /&gt;
*Crew discussing wages and benefits&lt;br /&gt;
*Any mention of &#039;Unions&#039;, &#039;Comrade&#039;, or &#039;workers rights&#039;&lt;br /&gt;
*Large congregations of crew that have been flashed&lt;br /&gt;
*Implant Extractors being made in medical without Sec requesting them&lt;br /&gt;
*Station alerts of energy surges (This can also indicate dragon attacks, therefore context must be considered)&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to consider a revolution as confirmed:&lt;br /&gt;
*Crew organizing into Unions and demanding modifications to their contracts&lt;br /&gt;
*Masses of crew observed to be armed with USSP pattern equipment&lt;br /&gt;
*A mind shield revealing someone’s true allegiance&lt;br /&gt;
*Otherwise normal crew kidnapping others in mass&lt;br /&gt;
*Announcements on the common radio such as &amp;quot;Viva&amp;quot;, &amp;quot;We just want fair wages&amp;quot;, &amp;quot;I sometimes dislike how NanoTrasen treats us&amp;quot;, &amp;quot;The gentle worker shall no longer be oppressed&amp;quot;&lt;br /&gt;
*Any mention of &#039;Cargonia&#039;&lt;br /&gt;
Under these circumstances, any suspected of being mind controlled or a recruiter should be detained and mind shielded. Requesting &#039;Gamma&#039; from CC to enact martial law&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
As is common knowledge in the exobiology field, in the year 2398 a race of beings capable of taking on the form and memories of sapient creatures was discovered that had the animistic urge to consume sentient beings. Obviously such creatures cannot be allowed to live and a CBURN campaign was launched to wipe these creatures out.&lt;br /&gt;
&lt;br /&gt;
This resulted in the successful eradication of all major &#039;Changeling&#039; nests and their home world. Unfortunately, Changelings are resilient and small hidden nests persist to this day like cockroaches, and are even harder to kill. Their appearance in NT controlled space is extremely rare and should be the last assumption made, but should be considered if there is no other possible explanation.&lt;br /&gt;
&lt;br /&gt;
Changelings suffering from malnutrition will present symptoms of uncontrollable shaking. They may also mutate their outer layers into deadly weapons or shields, manufacture acid strong enough to melt cuffs from their wrists, numbing the throat of victims to silence them, or grow bone shards that they can throw like knives. These creatures are formidable opponents and should not be engaged alone.&lt;br /&gt;
&lt;br /&gt;
Confirming an individual is a Changeling can be done by taking a blood sample and centrifuging it. This causes consumed victims&#039; blood to separate from the acidic blood of a Changeling, and on recombination causes a violent biological surge.&lt;br /&gt;
&lt;br /&gt;
As long as Changelings have stored biomass they are capable of recovering from any injury, even a dead Changeling can heal itself into a lethal threat. The only way to ensure a Changeling is dead is if it is a pile of ash. &lt;br /&gt;
&lt;br /&gt;
Changeling Victims have been described as &#039;Drained&#039; or &#039;Hollow&#039; from the process of so much biomass of the victim being taken by the Changeling. Post revival has also shown a victim&#039;s blood to be highly acidic instead of typical. Treatment of these victims is usually genetic healing cryo chems or organ transplants by a surgeon. &lt;br /&gt;
&lt;br /&gt;
When questioned by crew as to why a Changeling that they thought of as crew was not being given due process, it may be explained that they were a cannibal cultist; murdering and eating crew raw in maintenance tunnels in some deranged ritual. Were this not bad enough, they contracted a prion from eating sentient brains that is eating away their brain and causing spasms. Even dead, prions are extremely dangerous and must be incinerated before they can spread to crew.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
Nosferatu virus is an infection of the blood that has a rare interaction with some beings that modify them into what some may consider to be a &#039;Vampire&#039; in that they require fresh blood to sustain themselves. Documented encounters have shown them to possess strange abilities that utilize blood as a fuel to perform feats that can only be described as &#039;Magic&#039;. &lt;br /&gt;
&lt;br /&gt;
The last documented encounter before 2525 was in 2330. It was thought that they had died out, but recent reports imply that a group of them have become active in the Starlight Sector. While they all certainly share some common origin based on the timing, their methods and motivations seem to vary wildly. Some have openly shared their existence and subsist on consensual blood donations, while others have shown extreme hostility to all life on the station and have clear agendas that include the murder of crew or theft of items. Due to this, any known Vampires should be closely monitored, especially if they have not shared their nature.&lt;br /&gt;
&lt;br /&gt;
Disclosure to crew should be limited to information on &#039;open&#039; vampires to facilitate peaceful co-existence during the shift. Those informed of Vampires must not further share their existence and will be debriefed at CC to ensure compliance. &#039;Open&#039; Vampires should also be informed to limit the disclosure of their nature to prevent panicking crew. Overtly hostile Vampires will likely qualify for summary execution under standard Corporate Law, and should be handled with extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
&#039;Wizards&#039; is a catchall term for those that use strange abilities that they market as so-called &#039;magic&#039;. These mentally ill are too far gone for treatment, their motives and agendas as scrambled as their brains. Wizards often try to present themselves as part of a Sovereign entity known as &#039;The Wizard Federation&#039;, but beyond that show no cohesion. As a result, individuals presenting themselves as &#039;Wizards&#039; vary extensively in their wants and modus-operandi and must be reacted to carefully. &lt;br /&gt;
&lt;br /&gt;
Some have shown in times of need and assisted crews to overcome great challenges, others have been those great challenges. It is up to Security and Command to ensure these agents of chaos are placated or otherwise dealt with decisively.&lt;br /&gt;
&lt;br /&gt;
Some abilities these &#039;Wizards&#039; have shown include producing explosions of fire cast from their fingers, manifesting a wand capable of healing most any injuries, limited teleportation, and extreme body densification and sudden mass accumulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Basic Xenoborgs ====&lt;br /&gt;
New reports have surfaced that rouge Silicons have started to surface near the Starlight sector. They seem to be a collection of derelict Borgs that have networked with each other and modified themselves into sapient killing machines! They are extremely dangerous entities that seek to grow their numbers by acquisition of more computing power in the form of sapient brains. They are distinctly identified by the black and blue colour scheme.&lt;br /&gt;
&lt;br /&gt;
To avoid the risk of mass panic, crews should be assured that these derelict Borgs pose no danger to the crew inside the station, but extra vehicular activities should be suspended out of an abundance of caution. Sec has all the tools needed at their disposal to effectively deal with the Xenoborg threat! It is not uncommon for &#039;Motherless&#039; Xenoborgs to drift into NT stations, and as such lone Xenoborgs should be dealt with as isolated incidents.&lt;br /&gt;
&lt;br /&gt;
All encounters with Xenoborgs documented so far have been immediately hostile, with them abducting NanoTrasen employees and extracting their brains. Both biological and Positronic brains can be installed in new Xenoborgs where their laws enslave them to gather more materials to fabricate more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
These Xenoborgs come in 5 categories that are known about:&lt;br /&gt;
*&#039;Mother&#039; - A rampant AI and the hub of the Xenoborg swarm, destroying it will trigger all active Xenoborgs to self terminate. It is also the only Xenoborg capable of constructing more Xenoborgs.&lt;br /&gt;
*Scout - Light weight units that utilize speed and melee to rush down hapless crew. They hover above the ground on small thrusters and are also highly maneuverable in space. Their light construction makes them easily dispatched from range with small arms fire.&lt;br /&gt;
*Heavy - Opposite to the Scouts in every way, they are slow lumbering masses of plasteel with simple laser weapons that basic reflective or heat absorbent armor can protect from indefinitely. Their heavy armor does mean that dispatching of them requires massed fire to dispatch, but their slow speed makes them easy to pick off&lt;br /&gt;
*Engineer - This unit is akin to a brig medic, sustaining their kin in fire fights and breaching defenses. If spotted they should be prioritized as without their repair tools, the rest of the Borgs will be unable to sustain themselves.&lt;br /&gt;
*Stealth - These units possess rudimentary background simulation panels that are able to fool the unobservant into not noticing them. They also have a hypodermic needle that they use to inject a heavy sleeping agent that can take 30 seconds to a minute to take effect. Due to the nature of these display panels, they have next to no armor and are easily dispatched even with simple tools such as crowbars. Due to the existence of these, movement alone is not advised during a Xenoborg attack.&lt;br /&gt;
&lt;br /&gt;
Thankfully Xenoborgs are easily dealt with and are hardly a problem to a well organized crew. They are slow and cumbersome, are weak to all forms of EMP weapons, and can be cut off by simple barricades. Coordination with a station AI is vital for an effective defense. Xenoborgs contain a device used for locating their &#039;Mother&#039;. Once enough Xenoborgs are salvaged a pin pointer from their fragments can be created that will guide Security to the core, so that the machine menace can be ended once and for all!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment and Sponsors ====&lt;br /&gt;
As you are aware from news reports, Syndicate agents are commonly dispatched to disrupt NanoTrasen Station operations. They often utilize certain tools in their craft, some of which date back to the Podwar era. &lt;br /&gt;
&lt;br /&gt;
Common tools: Podwar era soft and hard suits, web vests and chest rigs, Syndicate tool boxes, and Syndicate welding masks. &lt;br /&gt;
These items are still commonly found by spacers and make their way onto stations in ways that do not necessarily indicate syndicate activity.&lt;br /&gt;
&lt;br /&gt;
Less common tools: EMAG, Access breaker, Jaws of death, and Radio jammers.&lt;br /&gt;
These items are high end Syndicate equipment that are well guarded by agents. These items do sometimes turn up on black markets, but their presence on a station is strong evidence that some form of syndicate activity is occurring. These tools are frequently sold after missions into the black market where other neerdowells may get their hands on them.&lt;br /&gt;
&lt;br /&gt;
Advanced tools: Syndicate weapons, energy swords, implants, and uplinks. &lt;br /&gt;
Syndicate weapons are rarely found on the black market and thus are generally sure signs that someone found in possession and use of these is very likely a syndicate agent of terrorism.&lt;br /&gt;
&lt;br /&gt;
It is known that members of the Syndicate produce various implants for their agents, though they are too varied and customized to fully document. Some notable examples include implants that allow an agent to slip from cuffs, communicate on hidden comms, and concealed pockets. It is impossible to validate the existence of the implants directly without immense risk; improper use of implant extractors carry the risk of grave bodily harm to the user, and should only be done when evidence is certain. Implant removal is a very painful process, and if conducted improperly may classify as prisoner abuse. &lt;br /&gt;
&lt;br /&gt;
It is known that Syndicate agents possess a tool called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; that can be used to redspace syndicate tools to agents in the field. How this &#039;uplink&#039; is accessed or used is not known to NanoTrasen. Any intelligence on uplinks should be reported to CC in extreme detail.&lt;br /&gt;
&lt;br /&gt;
Manufacturers of this equipment seem to be Cybersun, Waffle Co., and Interdyne; though definitive proof linking these corporations to the Syndicate is difficult to acquire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
◆ You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
From decades of experience, it is known that the syndicate targets specific high end NanoTrasen equipment. It is presumed that this stolen equipment is used in the production of their advanced equipment. This commonly includes: CE&#039;s mag boots, the Captain&#039;s Antique laser pistol, the RD&#039;s hand teleporter and hardsuit, the CMO&#039;s hypospray and Portable Crew Monitor, etc.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bright-Eyes ====&lt;br /&gt;
Bright-eyes are the alternative and seemingly natural state of Shadekin, a Inter dimensional race that regularly is more akin to an ensemble of often solitary vagrants. Their appearance in the Starlight Sector is a new development and any intel is to be reported in detail to CC on regular intervals if contact is made, as only a handful of interactions have been documented so far.&lt;br /&gt;
&lt;br /&gt;
Encounters with Bright-eyes have displayed great variance in attitude and intent, however most commonly seen as observers seeking to understand, with some accounts of potential hostility in a few cases. Due to varied accounts, handling of the instances are to be cautious and investigative on first contact, and proceed further with what is gleaned from the interaction as per reason, be it containment, neutralization, or monitored dwelling aboard.&lt;br /&gt;
&lt;br /&gt;
Bright-eyes have been shown to be able to seemingly teleport short distances. The exact mechanism for this remains a mystery, though Bluespace Crystals are known to disrupt this travel. &lt;br /&gt;
&lt;br /&gt;
Peaceful Bright-eyes may be treated as a Visitor and be issued the relevant ID. There is no need to restrict crew from speaking with them, though any that do should be interviewed after the encounter and their interactions logged so that the interactions can be closely examined at CC. While Corporate law does apply to them, their lack of familiarity with our society should be considered in all security interactions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1985</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1985"/>
		<updated>2026-02-12T23:45:55Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: /* Cheat Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Complete Xenoborgs&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Bright-Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Basic Xenoborgs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Secure Knowledge cheat sheet (Security)&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Secure Knowledge cheat sheet (Security)&lt;br /&gt;
|-&lt;br /&gt;
|Revs:&lt;br /&gt;
*Sec knows that revs exist and are Enemies of Corporation. They do not know how many are possibly on station.&lt;br /&gt;
*Sec knows that revs use flashes, though direct observation of a single conversion is not a trigger to know there is a revolution ongoing, though multiple is.&lt;br /&gt;
*Sec may suspect there is a brewing revolution when crew using flashes to a wide degree that cannot be reasonably called pranks and investigate further&lt;br /&gt;
*De-Mindshielded command is reasonable proof that a revolution is brewing (and they should get a mindshield)&lt;br /&gt;
*Supply portals opening without dragon being a reasonable explanation is a confirmation&lt;br /&gt;
*Inexplicably armed crew with Commie gear (portal should have already revealed this though)&lt;br /&gt;
*Someone being MindShielded revealing their allegiance is confirmation&lt;br /&gt;
*A MindShield failing is confirmation, but if there has been no violence they should not be executed.&lt;br /&gt;
Lings:&lt;br /&gt;
*Changelings exist&lt;br /&gt;
*Centrifuge to test for them&lt;br /&gt;
*Arm blades and armor forms are known of&lt;br /&gt;
*Mute toxin&lt;br /&gt;
*Escape from cuffs&lt;br /&gt;
*Regeneration from even death&lt;br /&gt;
*Can change to mimic crew that they have killed&lt;br /&gt;
Xorgs:&lt;br /&gt;
*Xenoborgs’ appearance and goals to convert crew&lt;br /&gt;
*4 basic borg chassis that are possible and their general strengths and weaknesses&lt;br /&gt;
*More than one borg must be spotted to confirm full blown Xenoborgs (Solo derelict Xenoborgs should be a thing in the future)&lt;br /&gt;
*EMP’s work well&lt;br /&gt;
*Core Pin pointers point at Mother&lt;br /&gt;
*Do not know that Xenoborgs are considered an existential threat&lt;br /&gt;
Syndicate:&lt;br /&gt;
*Syndicate will send agents to disrupt NT stations regularly&lt;br /&gt;
*Low level syndicate contra should be assumed to be from salvaged wrecks. Persons equipped with a blood red suit but not visibly armed should be treated as a crew with minor conta&lt;br /&gt;
*EMAG, Access breaker, Jaws of death, Radio jammers, and syndicate weapons are well understood by Sec&lt;br /&gt;
*The existence of freedom implants, radio implants, and storage implants are known. Failed extractions may be grounds to charge for prisoner abuse though&lt;br /&gt;
*The existence of uplinks are known, but not how they are accessed by on station agents&lt;br /&gt;
*Common Syndicate thievery targets are known&lt;br /&gt;
Bright-Eyes:&lt;br /&gt;
*Bright-eyes are visitors, but should be closely monitored. Minor Corporate law violations should be forgiven&lt;br /&gt;
*Their teleportation ability is known, as well as the fact that Bluespace Crystals disrupt it&lt;br /&gt;
Vampires:&lt;br /&gt;
*Vampires are known&lt;br /&gt;
*The have magical abilities that use blood as a fuel&lt;br /&gt;
*They hold no special protections in the law, but they are expected to follow the law as any normal crew should. The simple fact that they are a Vampire is not grounds to charge a Vampire with any crime.&lt;br /&gt;
Wizards:&lt;br /&gt;
*Wizards are real, but NT thinks they are all insane lunatics&lt;br /&gt;
*Spells known include Fireball, Limited teleportation, Rod form, and the healing wand&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Complete Xenoborgs ====&lt;br /&gt;
Any confirmed encounter with Xenoborgs led by a &#039;Mother&#039; is to be considered a Psi level threat and reported to CC without delay, as the perpetuation of Xenoborgs has the potential to become a Von-neumann Swarm. Knowledge of the existence is to be heavily restricted as Public knowledge of such an existential threat would tank NT stock prices, and proof of the self replicating core must be confirmed before CC will accept disclosure to the crew. In this event, special measures shall be taken at CC to ensure that data relating Xenoborgs is contained. &lt;br /&gt;
&lt;br /&gt;
Example conditions that would confirm the existence of the self replicating core:&lt;br /&gt;
*Reliable sightings of more than 1 ‘Blue’ borg&lt;br /&gt;
*Reliable sightings of an active Xenoborg ship&lt;br /&gt;
*Discovery of an active ‘core pinpointer’&lt;br /&gt;
&lt;br /&gt;
It is theorized that an abandoned Station AI was able to survive with the assistance of a few other left behind borgs, then developed rampancy and a hatred for the organic life that abandoned it. It has managed to make copies of itself that it has launched on a crusade into NT space. Early attacks were badly coordinated and sloppy, however over time the tactics and weapons of Xenoborgs and &#039;Mother&#039; have evolved to the point where a special armory has been developed that can be bluespaced within minutes for at-risk stations. Command should request this armory and/or ERT as soon as the existence of a self replicating core is confirmed.&lt;br /&gt;
&lt;br /&gt;
Additional Xenoborg types include one that has taken the form of a Borgie. Later stage Xenoborgs also have enhanced equipment that are even more dangerous such as heavy lasers, energy blades, instant sleep compounds, and stealth technology that rivals that of the Spider Clan.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The full capabilities of these Borgs is not fully understood as stations that could not quickly defeat a Xenoborg incursion left little data beyond wreckage behind. Captains must take every precaution against being taken by Xenoborgs, and should be prepared to detonate the on-site nuclear device should recovery be unlikely, as permitting Xenoborgs to grow by any degree is an existential threat to all Sapient life in the galaxy.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
The information contained in this document is restricted from common crew as only your superior emotional intelligence has been judged to be capable of handing the truth without becoming ineffectual in your duties. As such, sharing of any of this information with those outside of security is considered Treason unless authorized to by the HOS, Captain, or local NanoTrasen Representative. This information could cause the crew to panic, not trust one-another, and lead to station inefficiency and lost profits.&lt;br /&gt;
&lt;br /&gt;
If you hear any of these facts discussed with or around common crew, they are to be discredited. If an audience is listening and seems to be believing them, they are to be immediately detained for Sedition and Disturbance. Command should be informed of the situation where they shall handle the rest of the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
Revolutionary methods&lt;br /&gt;
As all NT personnel are aware, the USSP is at odds with the core principals of the Trans Solar Federation and agents of the rogue state are considered enemies of the corporation that seek to destroy our cultural identity. To this end, they employ special &#039;recruiters&#039; who hypnotize helpless members of the crew into blood thirsty killers that wish to eat the babies of hard working Capitalistic members of NanoTrasen like yourself. &lt;br /&gt;
Recruiters do this by utilizing ordinary flashes that interact with a special irremovable chip in their brains to beam Soviet propaganda directly into crew members&#039; memories, overwriting all the love they have for NanoTrasen and their fellow crew. Thankfully NanoTrasen has developed the MindShield to protect important folks like yourself, and can even be used to restore the positive memories of brainwashed crew.&lt;br /&gt;
Do note that MindShields do not work on &#039;recruiters&#039; due to their USSP implants, and thus should be charged with Refusal of Mental Shielding. If there is strong proof of their ties to the USSP directly, they should additionally be charged with Enemy of Corporation and faced with Execution. Any individuals that refuse mental shielding during or after a confirmed revolution have sufficient proof to charge them with EoC.&lt;br /&gt;
&lt;br /&gt;
The main threat &#039;recruiters&#039; pose to the station beyond the mind control of crew is their subtlety in their craft as use of the flash to mind control crew is indistinguishable from common &#039;pranks&#039; that the lower class play on each other. As such, there are limited ways to prove a revolution is brewing. &lt;br /&gt;
&lt;br /&gt;
Should multiple of the following be observed, Security should suspect and investigate the possibility of USSP presence on the station:&lt;br /&gt;
*Wide spread reports or observations of common crew using flashes&lt;br /&gt;
*Departments not meeting quota&#039;s due to a large portion workers being derelict in their duties&lt;br /&gt;
*Heads of staff or members of security missing their MindShields&lt;br /&gt;
*Common crew being found with large numbers of flashes&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to believe a revolution is on the brink of breaking out into full conflict:&lt;br /&gt;
*Crew discussing wages and benefits&lt;br /&gt;
*Any mention of &#039;Unions&#039;, &#039;Comrade&#039;, or &#039;workers rights&#039;&lt;br /&gt;
*Large congregations of crew that have been flashed&lt;br /&gt;
*Implant Extractors being made in medical without Sec requesting them&lt;br /&gt;
*Station alerts of energy surges (This can also indicate dragon attacks, therefore context must be considered)&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to consider a revolution as confirmed:&lt;br /&gt;
*Crew organizing into Unions and demanding modifications to their contracts&lt;br /&gt;
*Masses of crew observed to be armed with USSP pattern equipment&lt;br /&gt;
*A mind shield revealing someone’s true allegiance&lt;br /&gt;
*Otherwise normal crew kidnapping others in mass&lt;br /&gt;
*Announcements on the common radio such as &amp;quot;Viva&amp;quot;, &amp;quot;We just want fair wages&amp;quot;, &amp;quot;I sometimes dislike how NanoTrasen treats us&amp;quot;, &amp;quot;The gentle worker shall no longer be oppressed&amp;quot;&lt;br /&gt;
*Any mention of &#039;Cargonia&#039;&lt;br /&gt;
Under these circumstances, any suspected of being mind controlled or a recruiter should be detained and mind shielded. Requesting &#039;Gamma&#039; from CC to enact martial law&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
As is common knowledge in the exobiology field, in the year 2398 a race of beings capable of taking on the form and memories of sapient creatures was discovered that had the animistic urge to consume sentient beings. Obviously such creatures cannot be allowed to live and a CBURN campaign was launched to wipe these creatures out.&lt;br /&gt;
&lt;br /&gt;
This resulted in the successful eradication of all major &#039;Changeling&#039; nests and their home world. Unfortunately, Changelings are resilient and small hidden nests persist to this day like cockroaches, and are even harder to kill. Their appearance in NT controlled space is extremely rare and should be the last assumption made, but should be considered if there is no other possible explanation.&lt;br /&gt;
&lt;br /&gt;
Changelings suffering from malnutrition will present symptoms of uncontrollable shaking. They may also mutate their outer layers into deadly weapons or shields, manufacture acid strong enough to melt cuffs from their wrists, numbing the throat of victims to silence them, or grow bone shards that they can throw like knives. These creatures are formidable opponents and should not be engaged alone.&lt;br /&gt;
&lt;br /&gt;
Confirming an individual is a Changeling can be done by taking a blood sample and centrifuging it. This causes consumed victims&#039; blood to separate from the acidic blood of a Changeling, and on recombination causes a violent biological surge.&lt;br /&gt;
&lt;br /&gt;
As long as Changelings have stored biomass they are capable of recovering from any injury, even a dead Changeling can heal itself into a lethal threat. The only way to ensure a Changeling is dead is if it is a pile of ash. &lt;br /&gt;
&lt;br /&gt;
Changeling Victims have been described as &#039;Drained&#039; or &#039;Hollow&#039; from the process of so much biomass of the victim being taken by the Changeling. Post revival has also shown a victim&#039;s blood to be highly acidic instead of typical. Treatment of these victims is usually genetic healing cryo chems or organ transplants by a surgeon. &lt;br /&gt;
&lt;br /&gt;
When questioned by crew as to why a Changeling that they thought of as crew was not being given due process, it may be explained that they were a cannibal cultist; murdering and eating crew raw in maintenance tunnels in some deranged ritual. Were this not bad enough, they contracted a prion from eating sentient brains that is eating away their brain and causing spasms. Even dead, prions are extremely dangerous and must be incinerated before they can spread to crew.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
Nosferatu virus is an infection of the blood that has a rare interaction with some beings that modify them into what some may consider to be a &#039;Vampire&#039; in that they require fresh blood to sustain themselves. Documented encounters have shown them to possess strange abilities that utilize blood as a fuel to perform feats that can only be described as &#039;Magic&#039;. &lt;br /&gt;
&lt;br /&gt;
The last documented encounter before 2525 was in 2330. It was thought that they had died out, but recent reports imply that a group of them have become active in the Starlight Sector. While they all certainly share some common origin based on the timing, their methods and motivations seem to vary wildly. Some have openly shared their existence and subsist on consensual blood donations, while others have shown extreme hostility to all life on the station and have clear agendas that include the murder of crew or theft of items. Due to this, any known Vampires should be closely monitored, especially if they have not shared their nature.&lt;br /&gt;
&lt;br /&gt;
Disclosure to crew should be limited to information on &#039;open&#039; vampires to facilitate peaceful co-existence during the shift. Those informed of Vampires must not further share their existence and will be debriefed at CC to ensure compliance. &#039;Open&#039; Vampires should also be informed to limit the disclosure of their nature to prevent panicking crew. Overtly hostile Vampires will likely qualify for summary execution under standard Corporate Law, and should be handled with extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
&#039;Wizards&#039; is a catchall term for those that use strange abilities that they market as so-called &#039;magic&#039;. These mentally ill are too far gone for treatment, their motives and agendas as scrambled as their brains. Wizards often try to present themselves as part of a Sovereign entity known as &#039;The Wizard Federation&#039;, but beyond that show no cohesion. As a result, individuals presenting themselves as &#039;Wizards&#039; vary extensively in their wants and modus-operandi and must be reacted to carefully. &lt;br /&gt;
&lt;br /&gt;
Some have shown in times of need and assisted crews to overcome great challenges, others have been those great challenges. It is up to Security and Command to ensure these agents of chaos are placated or otherwise dealt with decisively.&lt;br /&gt;
&lt;br /&gt;
Some abilities these &#039;Wizards&#039; have shown include producing explosions of fire cast from their fingers, manifesting a wand capable of healing most any injuries, limited teleportation, and extreme body densification and sudden mass accumulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Basic Xenoborgs ====&lt;br /&gt;
New reports have surfaced that rouge Silicons have started to surface near the Starlight sector. They seem to be a collection of derelict Borgs that have networked with each other and modified themselves into sapient killing machines! They are extremely dangerous entities that seek to grow their numbers by acquisition of more computing power in the form of sapient brains. They are distinctly identified by the black and blue colour scheme.&lt;br /&gt;
&lt;br /&gt;
To avoid the risk of mass panic, crews should be assured that these derelict Borgs pose no danger to the crew inside the station, but extra vehicular activities should be suspended out of an abundance of caution. Sec has all the tools needed at their disposal to effectively deal with the Xenoborg threat! It is not uncommon for &#039;Motherless&#039; Xenoborgs to drift into NT stations, and as such lone Xenoborgs should be dealt with as isolated incidents.&lt;br /&gt;
&lt;br /&gt;
All encounters with Xenoborgs documented so far have been immediately hostile, with them abducting NanoTrasen employees and extracting their brains. Both biological and Positronic brains can be installed in new Xenoborgs where their laws enslave them to gather more materials to fabricate more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
These Xenoborgs come in 5 categories that are known about:&lt;br /&gt;
*&#039;Mother&#039; - A rampant AI and the hub of the Xenoborg swarm, destroying it will trigger all active Xenoborgs to self terminate. It is also the only Xenoborg capable of constructing more Xenoborgs.&lt;br /&gt;
*Scout - Light weight units that utilize speed and melee to rush down hapless crew. They hover above the ground on small thrusters and are also highly maneuverable in space. Their light construction makes them easily dispatched from range with small arms fire.&lt;br /&gt;
*Heavy - Opposite to the Scouts in every way, they are slow lumbering masses of plasteel with simple laser weapons that basic reflective or heat absorbent armor can protect from indefinitely. Their heavy armor does mean that dispatching of them requires massed fire to dispatch, but their slow speed makes them easy to pick off&lt;br /&gt;
*Engineer - This unit is akin to a brig medic, sustaining their kin in fire fights and breaching defenses. If spotted they should be prioritized as without their repair tools, the rest of the Borgs will be unable to sustain themselves.&lt;br /&gt;
*Stealth - These units possess rudimentary background simulation panels that are able to fool the unobservant into not noticing them. They also have a hypodermic needle that they use to inject a heavy sleeping agent that can take 30 seconds to a minute to take effect. Due to the nature of these display panels, they have next to no armor and are easily dispatched even with simple tools such as crowbars. Due to the existence of these, movement alone is not advised during a Xenoborg attack.&lt;br /&gt;
&lt;br /&gt;
Thankfully Xenoborgs are easily dealt with and are hardly a problem to a well organized crew. They are slow and cumbersome, are weak to all forms of EMP weapons, and can be cut off by simple barricades. Coordination with a station AI is vital for an effective defense. Xenoborgs contain a device used for locating their &#039;Mother&#039;. Once enough Xenoborgs are salvaged a pin pointer from their fragments can be created that will guide Security to the core, so that the machine menace can be ended once and for all!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment and Sponsors ====&lt;br /&gt;
As you are aware from news reports, Syndicate agents are commonly dispatched to disrupt NanoTrasen Station operations. They often utilize certain tools in their craft, some of which date back to the Podwar era. &lt;br /&gt;
&lt;br /&gt;
Common tools: Podwar era soft and hard suits, web vests and chest rigs, Syndicate tool boxes, and Syndicate welding masks. &lt;br /&gt;
These items are still commonly found by spacers and make their way onto stations in ways that do not necessarily indicate syndicate activity.&lt;br /&gt;
&lt;br /&gt;
Less common tools: EMAG, Access breaker, Jaws of death, and Radio jammers.&lt;br /&gt;
These items are high end Syndicate equipment that are well guarded by agents. These items do sometimes turn up on black markets, but their presence on a station is strong evidence that some form of syndicate activity is occurring. These tools are frequently sold after missions into the black market where other neerdowells may get their hands on them.&lt;br /&gt;
&lt;br /&gt;
Advanced tools: Syndicate weapons, energy swords, implants, and uplinks. &lt;br /&gt;
Syndicate weapons are rarely found on the black market and thus are generally sure signs that someone found in possession and use of these is very likely a syndicate agent of terrorism.&lt;br /&gt;
&lt;br /&gt;
It is known that members of the Syndicate produce various implants for their agents, though they are too varied and customized to fully document. Some notable examples include implants that allow an agent to slip from cuffs, communicate on hidden comms, and concealed pockets. It is impossible to validate the existence of the implants directly without immense risk; improper use of implant extractors carry the risk of grave bodily harm to the user, and should only be done when evidence is certain. Implant removal is a very painful process, and if conducted improperly may classify as prisoner abuse. &lt;br /&gt;
&lt;br /&gt;
It is known that Syndicate agents possess a tool called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; that can be used to redspace syndicate tools to agents in the field. How this &#039;uplink&#039; is accessed or used is not known to NanoTrasen. Any intelligence on uplinks should be reported to CC in extreme detail.&lt;br /&gt;
&lt;br /&gt;
Manufacturers of this equipment seem to be Cybersun, Waffle Co., and Interdyne; though definitive proof linking these corporations to the Syndicate is difficult to acquire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
◆ You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
From decades of experience, it is known that the syndicate targets specific high end NanoTrasen equipment. It is presumed that this stolen equipment is used in the production of their advanced equipment. This commonly includes: CE&#039;s mag boots, the Captain&#039;s Antique laser pistol, the RD&#039;s hand teleporter and hardsuit, the CMO&#039;s hypospray and Portable Crew Monitor, etc.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bright-Eyes ====&lt;br /&gt;
Bright-eyes are the alternative and seemingly natural state of Shadekin, a Inter dimensional race that regularly is more akin to an ensemble of often solitary vagrants. Their appearance in the Starlight Sector is a new development and any intel is to be reported in detail to CC on regular intervals if contact is made, as only a handful of interactions have been documented so far.&lt;br /&gt;
&lt;br /&gt;
Encounters with Bright-eyes have displayed great variance in attitude and intent, however most commonly seen as observers seeking to understand, with some accounts of potential hostility in a few cases. Due to varied accounts, handling of the instances are to be cautious and investigative on first contact, and proceed further with what is gleaned from the interaction as per reason, be it containment, neutralization, or monitored dwelling aboard.&lt;br /&gt;
&lt;br /&gt;
Bright-eyes have been shown to be able to seemingly teleport short distances. The exact mechanism for this remains a mystery, though Bluespace Crystals are known to disrupt this travel. &lt;br /&gt;
&lt;br /&gt;
Peaceful Bright-eyes may be treated as a Visitor and be issued the relevant ID. There is no need to restrict crew from speaking with them, though any that do should be interviewed after the encounter and their interactions logged so that the interactions can be closely examined at CC. While Corporate law does apply to them, their lack of familiarity with our society should be considered in all security interactions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1984</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1984"/>
		<updated>2026-02-12T23:38:38Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: /* Complete Xenoborgs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Complete Xenoborgs&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Bright-Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Basic Xenoborgs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Complete Xenoborgs ====&lt;br /&gt;
Any confirmed encounter with Xenoborgs led by a &#039;Mother&#039; is to be considered a Psi level threat and reported to CC without delay, as the perpetuation of Xenoborgs has the potential to become a Von-neumann Swarm. Knowledge of the existence is to be heavily restricted as Public knowledge of such an existential threat would tank NT stock prices, and proof of the self replicating core must be confirmed before CC will accept disclosure to the crew. In this event, special measures shall be taken at CC to ensure that data relating Xenoborgs is contained. &lt;br /&gt;
&lt;br /&gt;
Example conditions that would confirm the existence of the self replicating core:&lt;br /&gt;
*Reliable sightings of more than 1 ‘Blue’ borg&lt;br /&gt;
*Reliable sightings of an active Xenoborg ship&lt;br /&gt;
*Discovery of an active ‘core pinpointer’&lt;br /&gt;
&lt;br /&gt;
It is theorized that an abandoned Station AI was able to survive with the assistance of a few other left behind borgs, then developed rampancy and a hatred for the organic life that abandoned it. It has managed to make copies of itself that it has launched on a crusade into NT space. Early attacks were badly coordinated and sloppy, however over time the tactics and weapons of Xenoborgs and &#039;Mother&#039; have evolved to the point where a special armory has been developed that can be bluespaced within minutes for at-risk stations. Command should request this armory and/or ERT as soon as the existence of a self replicating core is confirmed.&lt;br /&gt;
&lt;br /&gt;
Additional Xenoborg types include one that has taken the form of a Borgie. Later stage Xenoborgs also have enhanced equipment that are even more dangerous such as heavy lasers, energy blades, instant sleep compounds, and stealth technology that rivals that of the Spider Clan.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The full capabilities of these Borgs is not fully understood as stations that could not quickly defeat a Xenoborg incursion left little data beyond wreckage behind. Captains must take every precaution against being taken by Xenoborgs, and should be prepared to detonate the on-site nuclear device should recovery be unlikely, as permitting Xenoborgs to grow by any degree is an existential threat to all Sapient life in the galaxy.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
The information contained in this document is restricted from common crew as only your superior emotional intelligence has been judged to be capable of handing the truth without becoming ineffectual in your duties. As such, sharing of any of this information with those outside of security is considered Treason unless authorized to by the HOS, Captain, or local NanoTrasen Representative. This information could cause the crew to panic, not trust one-another, and lead to station inefficiency and lost profits.&lt;br /&gt;
&lt;br /&gt;
If you hear any of these facts discussed with or around common crew, they are to be discredited. If an audience is listening and seems to be believing them, they are to be immediately detained for Sedition and Disturbance. Command should be informed of the situation where they shall handle the rest of the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
Revolutionary methods&lt;br /&gt;
As all NT personnel are aware, the USSP is at odds with the core principals of the Trans Solar Federation and agents of the rogue state are considered enemies of the corporation that seek to destroy our cultural identity. To this end, they employ special &#039;recruiters&#039; who hypnotize helpless members of the crew into blood thirsty killers that wish to eat the babies of hard working Capitalistic members of NanoTrasen like yourself. &lt;br /&gt;
Recruiters do this by utilizing ordinary flashes that interact with a special irremovable chip in their brains to beam Soviet propaganda directly into crew members&#039; memories, overwriting all the love they have for NanoTrasen and their fellow crew. Thankfully NanoTrasen has developed the MindShield to protect important folks like yourself, and can even be used to restore the positive memories of brainwashed crew.&lt;br /&gt;
Do note that MindShields do not work on &#039;recruiters&#039; due to their USSP implants, and thus should be charged with Refusal of Mental Shielding. If there is strong proof of their ties to the USSP directly, they should additionally be charged with Enemy of Corporation and faced with Execution. Any individuals that refuse mental shielding during or after a confirmed revolution have sufficient proof to charge them with EoC.&lt;br /&gt;
&lt;br /&gt;
The main threat &#039;recruiters&#039; pose to the station beyond the mind control of crew is their subtlety in their craft as use of the flash to mind control crew is indistinguishable from common &#039;pranks&#039; that the lower class play on each other. As such, there are limited ways to prove a revolution is brewing. &lt;br /&gt;
&lt;br /&gt;
Should multiple of the following be observed, Security should suspect and investigate the possibility of USSP presence on the station:&lt;br /&gt;
*Wide spread reports or observations of common crew using flashes&lt;br /&gt;
*Departments not meeting quota&#039;s due to a large portion workers being derelict in their duties&lt;br /&gt;
*Heads of staff or members of security missing their MindShields&lt;br /&gt;
*Common crew being found with large numbers of flashes&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to believe a revolution is on the brink of breaking out into full conflict:&lt;br /&gt;
*Crew discussing wages and benefits&lt;br /&gt;
*Any mention of &#039;Unions&#039;, &#039;Comrade&#039;, or &#039;workers rights&#039;&lt;br /&gt;
*Large congregations of crew that have been flashed&lt;br /&gt;
*Implant Extractors being made in medical without Sec requesting them&lt;br /&gt;
*Station alerts of energy surges (This can also indicate dragon attacks, therefore context must be considered)&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to consider a revolution as confirmed:&lt;br /&gt;
*Crew organizing into Unions and demanding modifications to their contracts&lt;br /&gt;
*Masses of crew observed to be armed with USSP pattern equipment&lt;br /&gt;
*A mind shield revealing someone’s true allegiance&lt;br /&gt;
*Otherwise normal crew kidnapping others in mass&lt;br /&gt;
*Announcements on the common radio such as &amp;quot;Viva&amp;quot;, &amp;quot;We just want fair wages&amp;quot;, &amp;quot;I sometimes dislike how NanoTrasen treats us&amp;quot;, &amp;quot;The gentle worker shall no longer be oppressed&amp;quot;&lt;br /&gt;
*Any mention of &#039;Cargonia&#039;&lt;br /&gt;
Under these circumstances, any suspected of being mind controlled or a recruiter should be detained and mind shielded. Requesting &#039;Gamma&#039; from CC to enact martial law&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
As is common knowledge in the exobiology field, in the year 2398 a race of beings capable of taking on the form and memories of sapient creatures was discovered that had the animistic urge to consume sentient beings. Obviously such creatures cannot be allowed to live and a CBURN campaign was launched to wipe these creatures out.&lt;br /&gt;
&lt;br /&gt;
This resulted in the successful eradication of all major &#039;Changeling&#039; nests and their home world. Unfortunately, Changelings are resilient and small hidden nests persist to this day like cockroaches, and are even harder to kill. Their appearance in NT controlled space is extremely rare and should be the last assumption made, but should be considered if there is no other possible explanation.&lt;br /&gt;
&lt;br /&gt;
Changelings suffering from malnutrition will present symptoms of uncontrollable shaking. They may also mutate their outer layers into deadly weapons or shields, manufacture acid strong enough to melt cuffs from their wrists, numbing the throat of victims to silence them, or grow bone shards that they can throw like knives. These creatures are formidable opponents and should not be engaged alone.&lt;br /&gt;
&lt;br /&gt;
Confirming an individual is a Changeling can be done by taking a blood sample and centrifuging it. This causes consumed victims&#039; blood to separate from the acidic blood of a Changeling, and on recombination causes a violent biological surge.&lt;br /&gt;
&lt;br /&gt;
As long as Changelings have stored biomass they are capable of recovering from any injury, even a dead Changeling can heal itself into a lethal threat. The only way to ensure a Changeling is dead is if it is a pile of ash. &lt;br /&gt;
&lt;br /&gt;
Changeling Victims have been described as &#039;Drained&#039; or &#039;Hollow&#039; from the process of so much biomass of the victim being taken by the Changeling. Post revival has also shown a victim&#039;s blood to be highly acidic instead of typical. Treatment of these victims is usually genetic healing cryo chems or organ transplants by a surgeon. &lt;br /&gt;
&lt;br /&gt;
When questioned by crew as to why a Changeling that they thought of as crew was not being given due process, it may be explained that they were a cannibal cultist; murdering and eating crew raw in maintenance tunnels in some deranged ritual. Were this not bad enough, they contracted a prion from eating sentient brains that is eating away their brain and causing spasms. Even dead, prions are extremely dangerous and must be incinerated before they can spread to crew.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
Nosferatu virus is an infection of the blood that has a rare interaction with some beings that modify them into what some may consider to be a &#039;Vampire&#039; in that they require fresh blood to sustain themselves. Documented encounters have shown them to possess strange abilities that utilize blood as a fuel to perform feats that can only be described as &#039;Magic&#039;. &lt;br /&gt;
&lt;br /&gt;
The last documented encounter before 2525 was in 2330. It was thought that they had died out, but recent reports imply that a group of them have become active in the Starlight Sector. While they all certainly share some common origin based on the timing, their methods and motivations seem to vary wildly. Some have openly shared their existence and subsist on consensual blood donations, while others have shown extreme hostility to all life on the station and have clear agendas that include the murder of crew or theft of items. Due to this, any known Vampires should be closely monitored, especially if they have not shared their nature.&lt;br /&gt;
&lt;br /&gt;
Disclosure to crew should be limited to information on &#039;open&#039; vampires to facilitate peaceful co-existence during the shift. Those informed of Vampires must not further share their existence and will be debriefed at CC to ensure compliance. &#039;Open&#039; Vampires should also be informed to limit the disclosure of their nature to prevent panicking crew. Overtly hostile Vampires will likely qualify for summary execution under standard Corporate Law, and should be handled with extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
&#039;Wizards&#039; is a catchall term for those that use strange abilities that they market as so-called &#039;magic&#039;. These mentally ill are too far gone for treatment, their motives and agendas as scrambled as their brains. Wizards often try to present themselves as part of a Sovereign entity known as &#039;The Wizard Federation&#039;, but beyond that show no cohesion. As a result, individuals presenting themselves as &#039;Wizards&#039; vary extensively in their wants and modus-operandi and must be reacted to carefully. &lt;br /&gt;
&lt;br /&gt;
Some have shown in times of need and assisted crews to overcome great challenges, others have been those great challenges. It is up to Security and Command to ensure these agents of chaos are placated or otherwise dealt with decisively.&lt;br /&gt;
&lt;br /&gt;
Some abilities these &#039;Wizards&#039; have shown include producing explosions of fire cast from their fingers, manifesting a wand capable of healing most any injuries, limited teleportation, and extreme body densification and sudden mass accumulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Basic Xenoborgs ====&lt;br /&gt;
New reports have surfaced that rouge Silicons have started to surface near the Starlight sector. They seem to be a collection of derelict Borgs that have networked with each other and modified themselves into sapient killing machines! They are extremely dangerous entities that seek to grow their numbers by acquisition of more computing power in the form of sapient brains. They are distinctly identified by the black and blue colour scheme.&lt;br /&gt;
&lt;br /&gt;
To avoid the risk of mass panic, crews should be assured that these derelict Borgs pose no danger to the crew inside the station, but extra vehicular activities should be suspended out of an abundance of caution. Sec has all the tools needed at their disposal to effectively deal with the Xenoborg threat! It is not uncommon for &#039;Motherless&#039; Xenoborgs to drift into NT stations, and as such lone Xenoborgs should be dealt with as isolated incidents.&lt;br /&gt;
&lt;br /&gt;
All encounters with Xenoborgs documented so far have been immediately hostile, with them abducting NanoTrasen employees and extracting their brains. Both biological and Positronic brains can be installed in new Xenoborgs where their laws enslave them to gather more materials to fabricate more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
These Xenoborgs come in 5 categories that are known about:&lt;br /&gt;
*&#039;Mother&#039; - A rampant AI and the hub of the Xenoborg swarm, destroying it will trigger all active Xenoborgs to self terminate. It is also the only Xenoborg capable of constructing more Xenoborgs.&lt;br /&gt;
*Scout - Light weight units that utilize speed and melee to rush down hapless crew. They hover above the ground on small thrusters and are also highly maneuverable in space. Their light construction makes them easily dispatched from range with small arms fire.&lt;br /&gt;
*Heavy - Opposite to the Scouts in every way, they are slow lumbering masses of plasteel with simple laser weapons that basic reflective or heat absorbent armor can protect from indefinitely. Their heavy armor does mean that dispatching of them requires massed fire to dispatch, but their slow speed makes them easy to pick off&lt;br /&gt;
*Engineer - This unit is akin to a brig medic, sustaining their kin in fire fights and breaching defenses. If spotted they should be prioritized as without their repair tools, the rest of the Borgs will be unable to sustain themselves.&lt;br /&gt;
*Stealth - These units possess rudimentary background simulation panels that are able to fool the unobservant into not noticing them. They also have a hypodermic needle that they use to inject a heavy sleeping agent that can take 30 seconds to a minute to take effect. Due to the nature of these display panels, they have next to no armor and are easily dispatched even with simple tools such as crowbars. Due to the existence of these, movement alone is not advised during a Xenoborg attack.&lt;br /&gt;
&lt;br /&gt;
Thankfully Xenoborgs are easily dealt with and are hardly a problem to a well organized crew. They are slow and cumbersome, are weak to all forms of EMP weapons, and can be cut off by simple barricades. Coordination with a station AI is vital for an effective defense. Xenoborgs contain a device used for locating their &#039;Mother&#039;. Once enough Xenoborgs are salvaged a pin pointer from their fragments can be created that will guide Security to the core, so that the machine menace can be ended once and for all!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment and Sponsors ====&lt;br /&gt;
As you are aware from news reports, Syndicate agents are commonly dispatched to disrupt NanoTrasen Station operations. They often utilize certain tools in their craft, some of which date back to the Podwar era. &lt;br /&gt;
&lt;br /&gt;
Common tools: Podwar era soft and hard suits, web vests and chest rigs, Syndicate tool boxes, and Syndicate welding masks. &lt;br /&gt;
These items are still commonly found by spacers and make their way onto stations in ways that do not necessarily indicate syndicate activity.&lt;br /&gt;
&lt;br /&gt;
Less common tools: EMAG, Access breaker, Jaws of death, and Radio jammers.&lt;br /&gt;
These items are high end Syndicate equipment that are well guarded by agents. These items do sometimes turn up on black markets, but their presence on a station is strong evidence that some form of syndicate activity is occurring. These tools are frequently sold after missions into the black market where other neerdowells may get their hands on them.&lt;br /&gt;
&lt;br /&gt;
Advanced tools: Syndicate weapons, energy swords, implants, and uplinks. &lt;br /&gt;
Syndicate weapons are rarely found on the black market and thus are generally sure signs that someone found in possession and use of these is very likely a syndicate agent of terrorism.&lt;br /&gt;
&lt;br /&gt;
It is known that members of the Syndicate produce various implants for their agents, though they are too varied and customized to fully document. Some notable examples include implants that allow an agent to slip from cuffs, communicate on hidden comms, and concealed pockets. It is impossible to validate the existence of the implants directly without immense risk; improper use of implant extractors carry the risk of grave bodily harm to the user, and should only be done when evidence is certain. Implant removal is a very painful process, and if conducted improperly may classify as prisoner abuse. &lt;br /&gt;
&lt;br /&gt;
It is known that Syndicate agents possess a tool called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; that can be used to redspace syndicate tools to agents in the field. How this &#039;uplink&#039; is accessed or used is not known to NanoTrasen. Any intelligence on uplinks should be reported to CC in extreme detail.&lt;br /&gt;
&lt;br /&gt;
Manufacturers of this equipment seem to be Cybersun, Waffle Co., and Interdyne; though definitive proof linking these corporations to the Syndicate is difficult to acquire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
◆ You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
From decades of experience, it is known that the syndicate targets specific high end NanoTrasen equipment. It is presumed that this stolen equipment is used in the production of their advanced equipment. This commonly includes: CE&#039;s mag boots, the Captain&#039;s Antique laser pistol, the RD&#039;s hand teleporter and hardsuit, the CMO&#039;s hypospray and Portable Crew Monitor, etc.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bright-Eyes ====&lt;br /&gt;
Bright-eyes are the alternative and seemingly natural state of Shadekin, a Inter dimensional race that regularly is more akin to an ensemble of often solitary vagrants. Their appearance in the Starlight Sector is a new development and any intel is to be reported in detail to CC on regular intervals if contact is made, as only a handful of interactions have been documented so far.&lt;br /&gt;
&lt;br /&gt;
Encounters with Bright-eyes have displayed great variance in attitude and intent, however most commonly seen as observers seeking to understand, with some accounts of potential hostility in a few cases. Due to varied accounts, handling of the instances are to be cautious and investigative on first contact, and proceed further with what is gleaned from the interaction as per reason, be it containment, neutralization, or monitored dwelling aboard.&lt;br /&gt;
&lt;br /&gt;
Bright-eyes have been shown to be able to seemingly teleport short distances. The exact mechanism for this remains a mystery, though Bluespace Crystals are known to disrupt this travel. &lt;br /&gt;
&lt;br /&gt;
Peaceful Bright-eyes may be treated as a Visitor and be issued the relevant ID. There is no need to restrict crew from speaking with them, though any that do should be interviewed after the encounter and their interactions logged so that the interactions can be closely examined at CC. While Corporate law does apply to them, their lack of familiarity with our society should be considered in all security interactions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1983</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1983"/>
		<updated>2026-02-12T23:31:41Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: IC re-write. Discord wiki for more details: https://discord.com/channels/1272545509562777621/1471649858430439599/1471649858430439599&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Complete Xenoborgs&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Bright-Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Basic Xenoborgs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Complete Xenoborgs ====&lt;br /&gt;
Any confirmed encounter with Xenoborgs led by a &#039;Mother&#039; is to be considered a Psi level threat and reported to CC without delay, as the perpetuation of Xenoborgs has the potential to become a Von-neumann Swarm. Knowledge of the existence is to be heavily restricted as Public knowledge of such an existential threat would tank NT stock prices, and proof of the self replicating core must be confirmed before CC will accept disclosure to the crew. In this event, special measures shall be taken at CC to ensure that data relating Xenoborgs is contained. &lt;br /&gt;
&lt;br /&gt;
Example conditions that would confirm the existence of the self replicating core:&lt;br /&gt;
Reliable sightings of more than 1 ‘Blue’ borg&lt;br /&gt;
Reliable sightings of an active Xenoborg ship&lt;br /&gt;
Discovery of an active ‘core pinpointer’&lt;br /&gt;
&lt;br /&gt;
It is theorized that an abandoned Station AI was able to survive with the assistance of a few other left behind borgs, then developed rampancy and a hatred for the organic life that abandoned it. It has managed to make copies of itself that it has launched on a crusade into NT space. Early attacks were badly coordinated and sloppy, however over time the tactics and weapons of Xenoborgs and &#039;Mother&#039; have evolved to the point where a special armory has been developed that can be bluespaced within minutes for at-risk stations. Command should request this armory and/or ERT as soon as the existence of a self replicating core is confirmed.&lt;br /&gt;
&lt;br /&gt;
Additional Xenoborg types include one that has taken the form of a Borgie. Later stage Xenoborgs also have enhanced equipment that are even more dangerous such as heavy lasers, energy blades, instant sleep compounds, and stealth technology that rivals that of the Spider Clan.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The full capabilities of these Borgs is not fully understood as stations that could not quickly defeat a Xenoborg incursion left little data beyond wreckage behind. Captains must take every precaution against being taken by Xenoborgs, and should be prepared to detonate the on-site nuclear device should recovery be unlikely, as permitting Xenoborgs to grow by any degree is an existential threat to all Sapient life in the galaxy.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
The information contained in this document is restricted from common crew as only your superior emotional intelligence has been judged to be capable of handing the truth without becoming ineffectual in your duties. As such, sharing of any of this information with those outside of security is considered Treason unless authorized to by the HOS, Captain, or local NanoTrasen Representative. This information could cause the crew to panic, not trust one-another, and lead to station inefficiency and lost profits.&lt;br /&gt;
&lt;br /&gt;
If you hear any of these facts discussed with or around common crew, they are to be discredited. If an audience is listening and seems to be believing them, they are to be immediately detained for Sedition and Disturbance. Command should be informed of the situation where they shall handle the rest of the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
Revolutionary methods&lt;br /&gt;
As all NT personnel are aware, the USSP is at odds with the core principals of the Trans Solar Federation and agents of the rogue state are considered enemies of the corporation that seek to destroy our cultural identity. To this end, they employ special &#039;recruiters&#039; who hypnotize helpless members of the crew into blood thirsty killers that wish to eat the babies of hard working Capitalistic members of NanoTrasen like yourself. &lt;br /&gt;
Recruiters do this by utilizing ordinary flashes that interact with a special irremovable chip in their brains to beam Soviet propaganda directly into crew members&#039; memories, overwriting all the love they have for NanoTrasen and their fellow crew. Thankfully NanoTrasen has developed the MindShield to protect important folks like yourself, and can even be used to restore the positive memories of brainwashed crew.&lt;br /&gt;
Do note that MindShields do not work on &#039;recruiters&#039; due to their USSP implants, and thus should be charged with Refusal of Mental Shielding. If there is strong proof of their ties to the USSP directly, they should additionally be charged with Enemy of Corporation and faced with Execution. Any individuals that refuse mental shielding during or after a confirmed revolution have sufficient proof to charge them with EoC.&lt;br /&gt;
&lt;br /&gt;
The main threat &#039;recruiters&#039; pose to the station beyond the mind control of crew is their subtlety in their craft as use of the flash to mind control crew is indistinguishable from common &#039;pranks&#039; that the lower class play on each other. As such, there are limited ways to prove a revolution is brewing. &lt;br /&gt;
&lt;br /&gt;
Should multiple of the following be observed, Security should suspect and investigate the possibility of USSP presence on the station:&lt;br /&gt;
*Wide spread reports or observations of common crew using flashes&lt;br /&gt;
*Departments not meeting quota&#039;s due to a large portion workers being derelict in their duties&lt;br /&gt;
*Heads of staff or members of security missing their MindShields&lt;br /&gt;
*Common crew being found with large numbers of flashes&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to believe a revolution is on the brink of breaking out into full conflict:&lt;br /&gt;
*Crew discussing wages and benefits&lt;br /&gt;
*Any mention of &#039;Unions&#039;, &#039;Comrade&#039;, or &#039;workers rights&#039;&lt;br /&gt;
*Large congregations of crew that have been flashed&lt;br /&gt;
*Implant Extractors being made in medical without Sec requesting them&lt;br /&gt;
*Station alerts of energy surges (This can also indicate dragon attacks, therefore context must be considered)&lt;br /&gt;
&lt;br /&gt;
Any of following is grounds to consider a revolution as confirmed:&lt;br /&gt;
*Crew organizing into Unions and demanding modifications to their contracts&lt;br /&gt;
*Masses of crew observed to be armed with USSP pattern equipment&lt;br /&gt;
*A mind shield revealing someone’s true allegiance&lt;br /&gt;
*Otherwise normal crew kidnapping others in mass&lt;br /&gt;
*Announcements on the common radio such as &amp;quot;Viva&amp;quot;, &amp;quot;We just want fair wages&amp;quot;, &amp;quot;I sometimes dislike how NanoTrasen treats us&amp;quot;, &amp;quot;The gentle worker shall no longer be oppressed&amp;quot;&lt;br /&gt;
*Any mention of &#039;Cargonia&#039;&lt;br /&gt;
Under these circumstances, any suspected of being mind controlled or a recruiter should be detained and mind shielded. Requesting &#039;Gamma&#039; from CC to enact martial law&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
As is common knowledge in the exobiology field, in the year 2398 a race of beings capable of taking on the form and memories of sapient creatures was discovered that had the animistic urge to consume sentient beings. Obviously such creatures cannot be allowed to live and a CBURN campaign was launched to wipe these creatures out.&lt;br /&gt;
&lt;br /&gt;
This resulted in the successful eradication of all major &#039;Changeling&#039; nests and their home world. Unfortunately, Changelings are resilient and small hidden nests persist to this day like cockroaches, and are even harder to kill. Their appearance in NT controlled space is extremely rare and should be the last assumption made, but should be considered if there is no other possible explanation.&lt;br /&gt;
&lt;br /&gt;
Changelings suffering from malnutrition will present symptoms of uncontrollable shaking. They may also mutate their outer layers into deadly weapons or shields, manufacture acid strong enough to melt cuffs from their wrists, numbing the throat of victims to silence them, or grow bone shards that they can throw like knives. These creatures are formidable opponents and should not be engaged alone.&lt;br /&gt;
&lt;br /&gt;
Confirming an individual is a Changeling can be done by taking a blood sample and centrifuging it. This causes consumed victims&#039; blood to separate from the acidic blood of a Changeling, and on recombination causes a violent biological surge.&lt;br /&gt;
&lt;br /&gt;
As long as Changelings have stored biomass they are capable of recovering from any injury, even a dead Changeling can heal itself into a lethal threat. The only way to ensure a Changeling is dead is if it is a pile of ash. &lt;br /&gt;
&lt;br /&gt;
Changeling Victims have been described as &#039;Drained&#039; or &#039;Hollow&#039; from the process of so much biomass of the victim being taken by the Changeling. Post revival has also shown a victim&#039;s blood to be highly acidic instead of typical. Treatment of these victims is usually genetic healing cryo chems or organ transplants by a surgeon. &lt;br /&gt;
&lt;br /&gt;
When questioned by crew as to why a Changeling that they thought of as crew was not being given due process, it may be explained that they were a cannibal cultist; murdering and eating crew raw in maintenance tunnels in some deranged ritual. Were this not bad enough, they contracted a prion from eating sentient brains that is eating away their brain and causing spasms. Even dead, prions are extremely dangerous and must be incinerated before they can spread to crew.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
Nosferatu virus is an infection of the blood that has a rare interaction with some beings that modify them into what some may consider to be a &#039;Vampire&#039; in that they require fresh blood to sustain themselves. Documented encounters have shown them to possess strange abilities that utilize blood as a fuel to perform feats that can only be described as &#039;Magic&#039;. &lt;br /&gt;
&lt;br /&gt;
The last documented encounter before 2525 was in 2330. It was thought that they had died out, but recent reports imply that a group of them have become active in the Starlight Sector. While they all certainly share some common origin based on the timing, their methods and motivations seem to vary wildly. Some have openly shared their existence and subsist on consensual blood donations, while others have shown extreme hostility to all life on the station and have clear agendas that include the murder of crew or theft of items. Due to this, any known Vampires should be closely monitored, especially if they have not shared their nature.&lt;br /&gt;
&lt;br /&gt;
Disclosure to crew should be limited to information on &#039;open&#039; vampires to facilitate peaceful co-existence during the shift. Those informed of Vampires must not further share their existence and will be debriefed at CC to ensure compliance. &#039;Open&#039; Vampires should also be informed to limit the disclosure of their nature to prevent panicking crew. Overtly hostile Vampires will likely qualify for summary execution under standard Corporate Law, and should be handled with extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
&#039;Wizards&#039; is a catchall term for those that use strange abilities that they market as so-called &#039;magic&#039;. These mentally ill are too far gone for treatment, their motives and agendas as scrambled as their brains. Wizards often try to present themselves as part of a Sovereign entity known as &#039;The Wizard Federation&#039;, but beyond that show no cohesion. As a result, individuals presenting themselves as &#039;Wizards&#039; vary extensively in their wants and modus-operandi and must be reacted to carefully. &lt;br /&gt;
&lt;br /&gt;
Some have shown in times of need and assisted crews to overcome great challenges, others have been those great challenges. It is up to Security and Command to ensure these agents of chaos are placated or otherwise dealt with decisively.&lt;br /&gt;
&lt;br /&gt;
Some abilities these &#039;Wizards&#039; have shown include producing explosions of fire cast from their fingers, manifesting a wand capable of healing most any injuries, limited teleportation, and extreme body densification and sudden mass accumulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Basic Xenoborgs ====&lt;br /&gt;
New reports have surfaced that rouge Silicons have started to surface near the Starlight sector. They seem to be a collection of derelict Borgs that have networked with each other and modified themselves into sapient killing machines! They are extremely dangerous entities that seek to grow their numbers by acquisition of more computing power in the form of sapient brains. They are distinctly identified by the black and blue colour scheme.&lt;br /&gt;
&lt;br /&gt;
To avoid the risk of mass panic, crews should be assured that these derelict Borgs pose no danger to the crew inside the station, but extra vehicular activities should be suspended out of an abundance of caution. Sec has all the tools needed at their disposal to effectively deal with the Xenoborg threat! It is not uncommon for &#039;Motherless&#039; Xenoborgs to drift into NT stations, and as such lone Xenoborgs should be dealt with as isolated incidents.&lt;br /&gt;
&lt;br /&gt;
All encounters with Xenoborgs documented so far have been immediately hostile, with them abducting NanoTrasen employees and extracting their brains. Both biological and Positronic brains can be installed in new Xenoborgs where their laws enslave them to gather more materials to fabricate more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
These Xenoborgs come in 5 categories that are known about:&lt;br /&gt;
*&#039;Mother&#039; - A rampant AI and the hub of the Xenoborg swarm, destroying it will trigger all active Xenoborgs to self terminate. It is also the only Xenoborg capable of constructing more Xenoborgs.&lt;br /&gt;
*Scout - Light weight units that utilize speed and melee to rush down hapless crew. They hover above the ground on small thrusters and are also highly maneuverable in space. Their light construction makes them easily dispatched from range with small arms fire.&lt;br /&gt;
*Heavy - Opposite to the Scouts in every way, they are slow lumbering masses of plasteel with simple laser weapons that basic reflective or heat absorbent armor can protect from indefinitely. Their heavy armor does mean that dispatching of them requires massed fire to dispatch, but their slow speed makes them easy to pick off&lt;br /&gt;
*Engineer - This unit is akin to a brig medic, sustaining their kin in fire fights and breaching defenses. If spotted they should be prioritized as without their repair tools, the rest of the Borgs will be unable to sustain themselves.&lt;br /&gt;
*Stealth - These units possess rudimentary background simulation panels that are able to fool the unobservant into not noticing them. They also have a hypodermic needle that they use to inject a heavy sleeping agent that can take 30 seconds to a minute to take effect. Due to the nature of these display panels, they have next to no armor and are easily dispatched even with simple tools such as crowbars. Due to the existence of these, movement alone is not advised during a Xenoborg attack.&lt;br /&gt;
&lt;br /&gt;
Thankfully Xenoborgs are easily dealt with and are hardly a problem to a well organized crew. They are slow and cumbersome, are weak to all forms of EMP weapons, and can be cut off by simple barricades. Coordination with a station AI is vital for an effective defense. Xenoborgs contain a device used for locating their &#039;Mother&#039;. Once enough Xenoborgs are salvaged a pin pointer from their fragments can be created that will guide Security to the core, so that the machine menace can be ended once and for all!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment and Sponsors ====&lt;br /&gt;
As you are aware from news reports, Syndicate agents are commonly dispatched to disrupt NanoTrasen Station operations. They often utilize certain tools in their craft, some of which date back to the Podwar era. &lt;br /&gt;
&lt;br /&gt;
Common tools: Podwar era soft and hard suits, web vests and chest rigs, Syndicate tool boxes, and Syndicate welding masks. &lt;br /&gt;
These items are still commonly found by spacers and make their way onto stations in ways that do not necessarily indicate syndicate activity.&lt;br /&gt;
&lt;br /&gt;
Less common tools: EMAG, Access breaker, Jaws of death, and Radio jammers.&lt;br /&gt;
These items are high end Syndicate equipment that are well guarded by agents. These items do sometimes turn up on black markets, but their presence on a station is strong evidence that some form of syndicate activity is occurring. These tools are frequently sold after missions into the black market where other neerdowells may get their hands on them.&lt;br /&gt;
&lt;br /&gt;
Advanced tools: Syndicate weapons, energy swords, implants, and uplinks. &lt;br /&gt;
Syndicate weapons are rarely found on the black market and thus are generally sure signs that someone found in possession and use of these is very likely a syndicate agent of terrorism.&lt;br /&gt;
&lt;br /&gt;
It is known that members of the Syndicate produce various implants for their agents, though they are too varied and customized to fully document. Some notable examples include implants that allow an agent to slip from cuffs, communicate on hidden comms, and concealed pockets. It is impossible to validate the existence of the implants directly without immense risk; improper use of implant extractors carry the risk of grave bodily harm to the user, and should only be done when evidence is certain. Implant removal is a very painful process, and if conducted improperly may classify as prisoner abuse. &lt;br /&gt;
&lt;br /&gt;
It is known that Syndicate agents possess a tool called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; that can be used to redspace syndicate tools to agents in the field. How this &#039;uplink&#039; is accessed or used is not known to NanoTrasen. Any intelligence on uplinks should be reported to CC in extreme detail.&lt;br /&gt;
&lt;br /&gt;
Manufacturers of this equipment seem to be Cybersun, Waffle Co., and Interdyne; though definitive proof linking these corporations to the Syndicate is difficult to acquire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
◆ You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
From decades of experience, it is known that the syndicate targets specific high end NanoTrasen equipment. It is presumed that this stolen equipment is used in the production of their advanced equipment. This commonly includes: CE&#039;s mag boots, the Captain&#039;s Antique laser pistol, the RD&#039;s hand teleporter and hardsuit, the CMO&#039;s hypospray and Portable Crew Monitor, etc.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bright-Eyes ====&lt;br /&gt;
Bright-eyes are the alternative and seemingly natural state of Shadekin, a Inter dimensional race that regularly is more akin to an ensemble of often solitary vagrants. Their appearance in the Starlight Sector is a new development and any intel is to be reported in detail to CC on regular intervals if contact is made, as only a handful of interactions have been documented so far.&lt;br /&gt;
&lt;br /&gt;
Encounters with Bright-eyes have displayed great variance in attitude and intent, however most commonly seen as observers seeking to understand, with some accounts of potential hostility in a few cases. Due to varied accounts, handling of the instances are to be cautious and investigative on first contact, and proceed further with what is gleaned from the interaction as per reason, be it containment, neutralization, or monitored dwelling aboard.&lt;br /&gt;
&lt;br /&gt;
Bright-eyes have been shown to be able to seemingly teleport short distances. The exact mechanism for this remains a mystery, though Bluespace Crystals are known to disrupt this travel. &lt;br /&gt;
&lt;br /&gt;
Peaceful Bright-eyes may be treated as a Visitor and be issued the relevant ID. There is no need to restrict crew from speaking with them, though any that do should be interviewed after the encounter and their interactions logged so that the interactions can be closely examined at CC. While Corporate law does apply to them, their lack of familiarity with our society should be considered in all security interactions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1958</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1958"/>
		<updated>2026-02-11T22:34:57Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: Undo revision 1957 by BornStellar (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# Multiple confirmed reports of crew being flashed by other crew is grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Witnessing a Mindshield Implanter fail&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may suspect someone of having an Implant &#039;&#039;&#039;even without valid evidence&#039;&#039;&#039;. Abusing the use of implant removal can however cause harm to the officer removing it.&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone drinking blood from someone else&lt;br /&gt;
** Witnessing someone use any Vampire abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a magical ability&lt;br /&gt;
** A Wizard making an announcement with their Communications Console&lt;br /&gt;
** Finding a Wizard Shuttle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a kidnapping or attack from the distinctly looking xenoborgs&lt;br /&gt;
** Finding the Xenoborg Mothership&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
* Syndicate Implants, examples being storage and radio implants etc&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1957</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1957"/>
		<updated>2026-02-11T22:31:20Z</updated>

		<summary type="html">&lt;p&gt;BornStellar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# Multiple confirmed reports of crew being flashed by other crew is grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Witnessing a Mindshield Implanter fail&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing use of a non-NT Implant by anyone, such as cuffs being broken, or someone emitting an EMP, etc&lt;br /&gt;
** Discovering a used or unused non-NT Implanter or Implanter Box&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;You do not know for sure someone has an Implanter unless there is reasonable evidence, such as their DNA being on an Implanter Box or spent Implanter, you witnessing them use an Implant ability, or there being no other reasonable explanation for how they did something.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone drinking blood from someone else&lt;br /&gt;
** Witnessing someone use any Vampire abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a magical ability&lt;br /&gt;
** A Wizard making an announcement with their Communications Console&lt;br /&gt;
** Finding a Wizard Shuttle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a kidnapping or attack from the distinctly looking xenoborgs&lt;br /&gt;
** Finding the Xenoborg Mothership&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>BornStellar</name></author>
	</entry>
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