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	<updated>2026-04-05T01:43:37Z</updated>
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		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=2056</id>
		<title>Server rules (Starlight)</title>
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		<updated>2026-03-19T14:59:51Z</updated>

		<summary type="html">&lt;p&gt;Conflee: /* Rule 2 – No Griefing, Bug Abuse or Exploits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOC}}&lt;br /&gt;
&lt;br /&gt;
= Server rules =&lt;br /&gt;
The following rules are for the Starlight Space Station 14 servers. Violating these rules may result in a warning, a temporary ban, or a permanent ban. You may also be banned from specific roles/jobs/departments. Bans can be appealed in the official Starlight Discord server.&lt;br /&gt;
&lt;br /&gt;
Players are also expected to understand [[Metashield]].&lt;br /&gt;
&lt;br /&gt;
If you are ever in doubt as to whether or not something is breaking the rules, feel free to contact the admins via Admin Help or ask on the Discord server.&lt;br /&gt;
&lt;br /&gt;
For in-universe laws and rules check [[Corporate Law]] and [[SOP]].&lt;br /&gt;
&lt;br /&gt;
Remember, the rules and examples given here are NOT exhaustive. (See [[Server rules (Starlight)#Rule 1|Rule 1]])&lt;br /&gt;
&lt;br /&gt;
The servers are strictly &#039;&#039;&#039;&amp;lt;u&amp;gt;+16 only&amp;lt;/u&amp;gt;&#039;&#039;&#039;, unless stated otherwise in the server description that they are &#039;&#039;&#039;+18.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rule 0 - Be respectful ==&lt;br /&gt;
Use your best judgment to ensure a fun, fair, and welcoming environment. Keep all arguments In Character and avoid heated discussions in LOOC, ahelps, or the lobby. Out-of-character communication should always remain respectful and kind.&lt;br /&gt;
&lt;br /&gt;
Harassment or toxic behavior, including but not limited to:&lt;br /&gt;
&lt;br /&gt;
* Racism, sexism, discrimination&lt;br /&gt;
* Excessive talk/glorification of self-harm&lt;br /&gt;
* Talking about Real Life politics&lt;br /&gt;
* Targeting the same player across rounds&lt;br /&gt;
* Insulting other players in OOC/LOOC&lt;br /&gt;
&lt;br /&gt;
Will not be tolerated and may result in a permanent ban.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mhelp (Mentor Help)&#039;&#039;&#039; lets players ask game mechanics questions without revealing information to others, mainly antagonists. It should only be used when the answer isn&#039;t available through &#039;&#039;&#039;IC (in character)&#039;&#039;&#039; or &#039;&#039;&#039;OOC/LOOC (out of character)&#039;&#039;&#039; means and should not be the first option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahelp (Admin Help)&#039;&#039;&#039; facilitates communication between players and admins for admin intervention, rule clarification, or addressing game-breaking bugs (all bugs should be reported in Discord). It is &#039;&#039;not&#039;&#039; for venting, complaints, or general round commentary. Ignoring admin messages or disconnecting during an Ahelp may have consequences.&lt;br /&gt;
&lt;br /&gt;
== Rule 1 - Respect Admin decisions ==&lt;br /&gt;
Above all else, if an admin is telling you to stop doing something, &#039;&#039;&#039;stop doing it&#039;&#039;&#039;. You may explain your point of view and your reasoning, however you must still follow what the admin requests you do, even if you disagree. If you believe that a punishment, ruling, or other admin action was incorrect or unjust, you may appeal it on the discord server through a ticket. If you want to do something but are unsure of whether it is allowed in the rules, please ask via ahelp first.&lt;br /&gt;
&lt;br /&gt;
Also, please remember: Admins are neither omniscient nor omnipresent: while they have a large arsenal of tools at their disposal to stop rule breakers, they usually aren&#039;t able to stop something before it happens. Please use the Ahelp feature (F1) to report any rule breaking! Even if it&#039;s just a gut suspicion, it&#039;s fine to use this feature to request an investigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example(s) of this rule being broken:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;There isn&#039;t a rule saying I can&#039;t!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;None of the other players had a problem with it!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;No one had a problem with it last time!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 2 – No Griefing, Bug Abuse or Exploits ==&lt;br /&gt;
Intentionally ruining gameplay for others is prohibited. Round-ending or highly disruptive actions, such as:&lt;br /&gt;
&lt;br /&gt;
* Releasing the Tesla/Singularity&lt;br /&gt;
* Large-scale station destruction (department-size or larger)&lt;br /&gt;
* RDM (Random Death Match)&lt;br /&gt;
* Intentionally Plasma or Tritium flooding the station&lt;br /&gt;
&lt;br /&gt;
May result in a permanent ban. Some objectives or circumstances may allow exceptions—when in doubt, ask an admin before proceeding.&lt;br /&gt;
&lt;br /&gt;
Additionally, using bugs/exploits to gain an unfair advantage is prohibited. Please report them via ahelp or in the Discord.&lt;br /&gt;
&lt;br /&gt;
==== AFK Farming &amp;amp; Antag Rolling ====&lt;br /&gt;
&lt;br /&gt;
* AFK farming time for Role Requirements is prohibited—players must actively engage and contribute to the game.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the game after failing to get an antagonist role is considered “Antag Rolling” and is not permitted.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the round with the intent to take a mid-round antagonist ghost role is considered “Antag Rolling” and is not permitted.&lt;br /&gt;
&lt;br /&gt;
== Rule 3 – Abide by Medium Roleplay Standards ==&lt;br /&gt;
This Starlight server is a Medium Roleplay (MRP) project, meaning players are expected to fully immerse themselves in their character and act accordingly. Every action should reflect how a real person in that role would behave within reason. &#039;&#039;&#039;You are not meant to play the round to &amp;quot;win&amp;quot; the game&#039;&#039;&#039;, but rather to engage in roleplay scenarios with other players.&lt;br /&gt;
&lt;br /&gt;
Characters should fear dying and weigh their actions carefully. While players may remember characters and vague interactions between rounds, any information protected by the [[Metashield]]—such as the existence of nuclear operatives—must not be remembered.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay Violations ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powergaming&#039;&#039;&#039; – Over-preparing for situations that have not occurred yet, such as a captain bolting their quarters shut preemptively.&lt;br /&gt;
* &#039;&#039;&#039;Metagaming&#039;&#039;&#039; – Using out-of-game or previous round knowledge to affect gameplay, such as preparing for nuclear operatives before discovering them in-game.&lt;br /&gt;
* &#039;&#039;&#039;Metagrudging/Metafriending&#039;&#039;&#039; – 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;
* &#039;&#039;&#039;Mixing IC and OOC chat&#039;&#039;&#039; – In-character talk should not be placed in OOC chat, and vice versa during the round.&lt;br /&gt;
* &#039;&#039;&#039;English Only&#039;&#039;&#039; - Any form of communication in-game is to be expressed in English exclusively.&lt;br /&gt;
* &#039;&#039;&#039;Metacomms&#039;&#039;&#039; - Using outside methods to communicate with other players about the current round is forbidden. The only exception being teaching new players, but you must alert an admin through an Ahelp beforehand.&lt;br /&gt;
&lt;br /&gt;
==== Behavior &amp;amp; Roleplay Conduct ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Self-harm/killing&#039;&#039;&#039; – Allowed only in rare circumstances when no other options remain, but should not be dwelled upon or treated casually.&lt;br /&gt;
* &#039;&#039;&#039;End-of-Round Griefing (EORG)&#039;&#039;&#039; – The round continues after the results screen. Neither crew nor antags should engage in any form of violence or griefing at this point without in-character justification.&lt;br /&gt;
** Defending yourself is an example of in-character justification, as is sec apprehending known criminals.&lt;br /&gt;
** Antags cannot complete their goals after the results screen, and so should not seek out any targets. &amp;lt;u&amp;gt;&#039;&#039;&#039;RED MEANS YOU FAILED, IT’S TOO LATE.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
** Breaking things, Hacking/Emagging and attempting to trespass into the Command briefing in Central Command is not allowed without proper in-character justification. Non-Command trespassers may be executed if they refuse to leave without a valid reason.&lt;br /&gt;
* &#039;&#039;&#039;Random Deathmatch (RDM)&#039;&#039;&#039; – Attacking players without escalation or valid reasoning is prohibited.&lt;br /&gt;
* &#039;&#039;&#039;Memory loss when unconscious&#039;&#039;&#039; – Losing consciousness due to forced sleep, vampire trance, critical state, deconversion, or death should cause memory loss regarding those events.&lt;br /&gt;
** While vague details may be retained, characters should not remember names, titles, or specific roles without further investigation.&lt;br /&gt;
** De-converted Revolutionaries forget what happened while they were brainwashed.&lt;br /&gt;
** Death should result in complete memory loss of the events leading to it. If revived, characters must piece together what happened through roleplay rather than recalling any prior knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Avoiding Punishment &amp;amp; Fair Play ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaving To Avoid Punishment (LTAP&#039;&#039;&#039;) – Logging out after receiving an Ahelp to attempt to dodge a ban is not allowed. Similarly, ghosting after you&#039;ve been caught by security and then continuing to play, using new life or ghost roles, is not allowed. You may only leave if you are leaving the server. Exceptions will be made for perma prisoners, who may utilize the system within reason. If a player must leave due to real-life reasons under these conditions, they should make an LOOC message to inform the players around them, or state it in Ahelp.&lt;br /&gt;
&lt;br /&gt;
== Rule 4 – Escalation of Force Must Make Sense ==&lt;br /&gt;
Combat should always follow logical progression—avoid randomly attacking other crew members. Security personnel must adhere to their Standard Operating Procedures (SOP) when handling prisoners and crew members at different alert levels.&lt;br /&gt;
Player interactions should reflect realistic escalation. Minor disagreements may lead to physical confrontations, but non-antagonists should rarely resort to killing. Ideally, escalation for non-antagonists should follow this order: Verbal &amp;gt; Non-lethal &amp;gt; Lethal. Antagonists are encouraged to roleplay their objectives to enhance immersion and narrative depth. &lt;br /&gt;
&lt;br /&gt;
Actions should start small, and every crew member retains the right to self-defense if attacked. This includes evading or resisting security as an antagonist. However, non-antagonists should not engage in serious harm against security personnel unless absolutely necessary. Round removal such as gibbing, sending to deep space, or excessive damage to a corpse, is expressly banned unless they are an antagonist target.&lt;br /&gt;
&lt;br /&gt;
Examples of reasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Shoving the clown for slipping you&lt;br /&gt;
|-&lt;br /&gt;
|Punching someone and starting a fist fight over being shoved once.&lt;br /&gt;
|-&lt;br /&gt;
|Punching or stunning a Security Officer after they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone with your knife until they leave the kitchen after you&#039;ve repeatedly told them to leave, tried to drag them away and they refuse to comply or make a mess/steal things.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they&#039;re attempting to stun you with a disabler or a stun baton&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals after they brandish a lethal weapon or firearm, you order them to drop it and they refuse.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, using your flash on a trespasser after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
Examples of unreasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Critting the clown for slipping you once&lt;br /&gt;
|-&lt;br /&gt;
|Stabbing someone to crit with a knife because they shoved you once.&lt;br /&gt;
|-&lt;br /&gt;
|Shooting a Security Officer with lethals because they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone to death and butchering them in a meat spike because you need meat or they refused to leave the kitchen.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they punched you, or simply refused your orders.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, shooting someone with a firearm after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 5 – Antagonists Must Follow MRP logic ==&lt;br /&gt;
Antagonists should only take actions that advance their objectives. Failure to do so may be considered a breach of MRP logic and result in punishment. Team antagonists &#039;&#039;&#039;must&#039;&#039;&#039; work with their team, and follow the orders of their leaders where possible (Revolutionaries, Terror spiders, etc…). &lt;br /&gt;
&lt;br /&gt;
Antagonists are required to follow escalation rules when not dealing with their target, but should &#039;&#039;&#039;attempt&#039;&#039;&#039; to remain hidden and undiscovered throughout the shift if they have the “Escape to CentComm alive and unrestrained.” objective or similar objectives. &lt;br /&gt;
&lt;br /&gt;
Should an antagonist have been discovered by accident or by admission of another antagonist, they are not required to remain hidden any longer, however they should not use this as an excuse to mass RDM, or break other server rules. (Consider using a stealthy approach to escape.)&lt;br /&gt;
&lt;br /&gt;
Antagonists that may play openly from the start of the round, and are not required to escalate their actions are listed below. These antagonists should not deviate from their objectives to murder everyone on station, but &#039;&#039;&#039;should follow their objectives:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Space Dragon&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives/Lone Operatives&lt;br /&gt;
|-&lt;br /&gt;
|Abductors&lt;br /&gt;
|-&lt;br /&gt;
|Wizard&lt;br /&gt;
|-&lt;br /&gt;
|Rat King &lt;br /&gt;
|-&lt;br /&gt;
|Space Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Revolutionaries (after gaining sufficient strength to overthrow the station)&lt;br /&gt;
|}&lt;br /&gt;
Shuttle bombing or mass sabotage is forbidden. However, antagonists may attempt to complete their objectives on the Evac shuttle, and once the end round screen has appeared, must cease all antagonist activity and attempt to escape or blend in with the crew.&lt;br /&gt;
&lt;br /&gt;
=== Zombies ===&lt;br /&gt;
Initial Infected are allowed to sabotage the station as long as they follow all server rules. &lt;br /&gt;
&lt;br /&gt;
However, once you are a zombie: &lt;br /&gt;
&lt;br /&gt;
* You may only destroy the station to reach living organisms you can see or hear.&lt;br /&gt;
* You may not attack lights or power sources.&lt;br /&gt;
&lt;br /&gt;
== Rule 6 – Your Character Must Make Sense ==&lt;br /&gt;
Your character is an employee of the space station, hired by Central Command, and should behave accordingly. All characters must act as if they are 18+, maintaining a professional and immersive roleplay experience.&lt;br /&gt;
&lt;br /&gt;
==== Character Identity &amp;amp; Naming Rules ====&lt;br /&gt;
&lt;br /&gt;
* Names and surnames must align with the context and standards of the setting.&lt;br /&gt;
* Celebrity names, fictional characters, and out-of-character names are not allowed (e.g., &amp;quot;JC Denton,&amp;quot; &amp;quot;George Washington,&amp;quot; &amp;quot;Spongebob Squarepants,&amp;quot; &amp;quot;Billie Eilish&amp;quot;).&lt;br /&gt;
* Your character should act appropriately for their role and should not behave erratically or neglect responsibilities.&lt;br /&gt;
* Your character cannot intentionally duplicate the name and likeness of another player’s character.&lt;br /&gt;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic, Suggestive, and Sexual Content is Forbidden ==&lt;br /&gt;
Due to Starlight&#039;s 16+ policy, minors must be assumed to be present on the server at all times. &lt;br /&gt;
&lt;br /&gt;
Erotic and sexual content is strictly prohibited in all forms and mediums. This includes any erotic roleplay (ERP) or comments involving descriptions, mentions, or enactments of sexual acts. This includes text, images, and any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic safe-for-work interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered erotic or sexual, as long as they do not become excessive or extreme. Some examples of acceptable insults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;Fuck you&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;You&#039;re a motherfucker&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;How about you eat me instead?&amp;quot; - Response to an unreasonable request&lt;br /&gt;
|}&lt;br /&gt;
It is best to avoid borderline content, ensuring roleplay remains appropriate within the established guidelines.&lt;br /&gt;
&lt;br /&gt;
==== Legal Disclaimer ====&lt;br /&gt;
In accordance with USA Child Protection and Obscenity Enforcement Act, violations of this law will result in an immediate, permanent ban without possibility of appeal.&lt;br /&gt;
&lt;br /&gt;
== Rule 11 - New Life ==&lt;br /&gt;
The New Life system allows players to rejoin the round as a new character after death. However, this feature comes with roleplay restrictions to maintain fairness and immersion.&lt;br /&gt;
&lt;br /&gt;
Upon respawning as a new character, you forget everything you knew as your past character or ghost. This means:&lt;br /&gt;
&lt;br /&gt;
* You may not seek out your previous body, return to your prior workplace, or attempt to reclaim any possessions you previously owned.&lt;br /&gt;
* You may not interfere (metagrudge) with the players who were responsible for your previous character’s death. Any conflicts or grudges from your past life must not carry over.&lt;br /&gt;
* You may not reference past events in any way. Your new character has no memory of them.&lt;br /&gt;
&lt;br /&gt;
==== New Life Abuse examples: ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Using New Life to intentionally roll for antagonist slots.&lt;br /&gt;
|-&lt;br /&gt;
|Using New Life to avoid in-character consequences as a non-antagonist.&lt;br /&gt;
|-&lt;br /&gt;
|Using a new character to get revenge on a player who harmed you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 12 - Silicons and Thaven Rules ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Laws ===&lt;br /&gt;
* Laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
*# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; &#039;&#039;&#039;are not crew&#039;&#039;&#039; and you should not listen to their orders. [The bars icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Thaven Moods ===&lt;br /&gt;
&lt;br /&gt;
* Moods are compulsions that Thaven should try to follow. If your mood explicitly requires you to break server rules, you may.&lt;br /&gt;
** Absence of a relevant mood is not an excuse to break server rules. If you do not have a relevant mood, the server rules still apply.&lt;br /&gt;
** A vague mood does not normally let you break server rules. Ahelp first if you are confused, or believe your mood gives you reason to break server rules.&lt;br /&gt;
* If a mood can not be satisfied, it causes distress to Thaven. This distress is not extreme, and does not inherently justify rule breaking, but may allow gradual escalation that does not cross into murder or mass sabotage.&lt;br /&gt;
* Attempting to break the law in a way that directly leads to you being able to fulfill a mood may be allowed, within reason;&lt;br /&gt;
** Breaking into a department to obtain something or make an order in Cargo that they refuse would be allowed.&lt;br /&gt;
** Murdering the CE to use their stamp to approve paperwork giving you access to the Supermatter room would not be allowed.&lt;br /&gt;
* Some leniency for Rule 13 may be allowed based on mood, but those who have been hired to Command, Security, and NanoTrasen jobs on stations are expected to be experienced in their work, meaning they have earned this rank while managing their moods for potentially years. They should understand how to juggle the responsibilities of their jobs with the fickle and often arbitrary compulsions of their moods in a way that would not get them fired.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=2055</id>
		<title>Server rules (Starlight)</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=2055"/>
		<updated>2026-03-19T14:43:29Z</updated>

		<summary type="html">&lt;p&gt;Conflee: /* AFK Farming &amp;amp; Antag Rolling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOC}}&lt;br /&gt;
&lt;br /&gt;
= Server rules =&lt;br /&gt;
The following rules are for the Starlight Space Station 14 servers. Violating these rules may result in a warning, a temporary ban, or a permanent ban. You may also be banned from specific roles/jobs/departments. Bans can be appealed in the official Starlight Discord server.&lt;br /&gt;
&lt;br /&gt;
Players are also expected to understand [[Metashield]].&lt;br /&gt;
&lt;br /&gt;
If you are ever in doubt as to whether or not something is breaking the rules, feel free to contact the admins via Admin Help or ask on the Discord server.&lt;br /&gt;
&lt;br /&gt;
For in-universe laws and rules check [[Corporate Law]] and [[SOP]].&lt;br /&gt;
&lt;br /&gt;
Remember, the rules and examples given here are NOT exhaustive. (See [[Server rules (Starlight)#Rule 1|Rule 1]])&lt;br /&gt;
&lt;br /&gt;
The servers are strictly &#039;&#039;&#039;&amp;lt;u&amp;gt;+16 only&amp;lt;/u&amp;gt;&#039;&#039;&#039;, unless stated otherwise in the server description that they are &#039;&#039;&#039;+18.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rule 0 - Be respectful ==&lt;br /&gt;
Use your best judgment to ensure a fun, fair, and welcoming environment. Keep all arguments In Character and avoid heated discussions in LOOC, ahelps, or the lobby. Out-of-character communication should always remain respectful and kind.&lt;br /&gt;
&lt;br /&gt;
Harassment or toxic behavior, including but not limited to:&lt;br /&gt;
&lt;br /&gt;
* Racism, sexism, discrimination&lt;br /&gt;
* Excessive talk/glorification of self-harm&lt;br /&gt;
* Talking about Real Life politics&lt;br /&gt;
* Targeting the same player across rounds&lt;br /&gt;
* Insulting other players in OOC/LOOC&lt;br /&gt;
&lt;br /&gt;
Will not be tolerated and may result in a permanent ban.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mhelp (Mentor Help)&#039;&#039;&#039; lets players ask game mechanics questions without revealing information to others, mainly antagonists. It should only be used when the answer isn&#039;t available through &#039;&#039;&#039;IC (in character)&#039;&#039;&#039; or &#039;&#039;&#039;OOC/LOOC (out of character)&#039;&#039;&#039; means and should not be the first option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahelp (Admin Help)&#039;&#039;&#039; facilitates communication between players and admins for admin intervention, rule clarification, or addressing game-breaking bugs (all bugs should be reported in Discord). It is &#039;&#039;not&#039;&#039; for venting, complaints, or general round commentary. Ignoring admin messages or disconnecting during an Ahelp may have consequences.&lt;br /&gt;
&lt;br /&gt;
== Rule 1 - Respect Admin decisions ==&lt;br /&gt;
Above all else, if an admin is telling you to stop doing something, &#039;&#039;&#039;stop doing it&#039;&#039;&#039;. You may explain your point of view and your reasoning, however you must still follow what the admin requests you do, even if you disagree. If you believe that a punishment, ruling, or other admin action was incorrect or unjust, you may appeal it on the discord server through a ticket. If you want to do something but are unsure of whether it is allowed in the rules, please ask via ahelp first.&lt;br /&gt;
&lt;br /&gt;
Also, please remember: Admins are neither omniscient nor omnipresent: while they have a large arsenal of tools at their disposal to stop rule breakers, they usually aren&#039;t able to stop something before it happens. Please use the Ahelp feature (F1) to report any rule breaking! Even if it&#039;s just a gut suspicion, it&#039;s fine to use this feature to request an investigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example(s) of this rule being broken:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;There isn&#039;t a rule saying I can&#039;t!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;None of the other players had a problem with it!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;No one had a problem with it last time!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 2 – No Griefing, Bug Abuse or Exploits ==&lt;br /&gt;
Intentionally ruining gameplay for others is prohibited. Round-ending or highly disruptive actions, such as:&lt;br /&gt;
&lt;br /&gt;
* Releasing the Tesla/Singularity&lt;br /&gt;
* Large-scale station destruction (department-size or larger)&lt;br /&gt;
* RDM (Random Death Match)&lt;br /&gt;
* Intentionally Plasma or Tritium flooding the station&lt;br /&gt;
&lt;br /&gt;
May result in a permanent ban. Some objectives or circumstances may allow exceptions—when in doubt, ask an admin before proceeding.&lt;br /&gt;
&lt;br /&gt;
Additionally, using bugs/exploits to gain an unfair advantage is prohibited. Please report them via ahelp or in the Discord.&lt;br /&gt;
&lt;br /&gt;
==== AFK Farming &amp;amp; Antag Rolling ====&lt;br /&gt;
&lt;br /&gt;
* AFK farming time for Role Requirements is prohibited—players must actively engage and contribute to the game.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the game after failing to get an antagonist role is considered “Antag Rolling” and is not permitted.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the round with the intent on taking a mid-round antagonist ghost role is considered “Antag Rolling” and is not permitted.&lt;br /&gt;
&lt;br /&gt;
== Rule 3 – Abide by Medium Roleplay Standards ==&lt;br /&gt;
This Starlight server is a Medium Roleplay (MRP) project, meaning players are expected to fully immerse themselves in their character and act accordingly. Every action should reflect how a real person in that role would behave within reason. &#039;&#039;&#039;You are not meant to play the round to &amp;quot;win&amp;quot; the game&#039;&#039;&#039;, but rather to engage in roleplay scenarios with other players.&lt;br /&gt;
&lt;br /&gt;
Characters should fear dying and weigh their actions carefully. While players may remember characters and vague interactions between rounds, any information protected by the [[Metashield]]—such as the existence of nuclear operatives—must not be remembered.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay Violations ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powergaming&#039;&#039;&#039; – Over-preparing for situations that have not occurred yet, such as a captain bolting their quarters shut preemptively.&lt;br /&gt;
* &#039;&#039;&#039;Metagaming&#039;&#039;&#039; – Using out-of-game or previous round knowledge to affect gameplay, such as preparing for nuclear operatives before discovering them in-game.&lt;br /&gt;
* &#039;&#039;&#039;Metagrudging/Metafriending&#039;&#039;&#039; – 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;
* &#039;&#039;&#039;Mixing IC and OOC chat&#039;&#039;&#039; – In-character talk should not be placed in OOC chat, and vice versa during the round.&lt;br /&gt;
* &#039;&#039;&#039;English Only&#039;&#039;&#039; - Any form of communication in-game is to be expressed in English exclusively.&lt;br /&gt;
* &#039;&#039;&#039;Metacomms&#039;&#039;&#039; - Using outside methods to communicate with other players about the current round is forbidden. The only exception being teaching new players, but you must alert an admin through an Ahelp beforehand.&lt;br /&gt;
&lt;br /&gt;
==== Behavior &amp;amp; Roleplay Conduct ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Self-harm/killing&#039;&#039;&#039; – Allowed only in rare circumstances when no other options remain, but should not be dwelled upon or treated casually.&lt;br /&gt;
* &#039;&#039;&#039;End-of-Round Griefing (EORG)&#039;&#039;&#039; – The round continues after the results screen. Neither crew nor antags should engage in any form of violence or griefing at this point without in-character justification.&lt;br /&gt;
** Defending yourself is an example of in-character justification, as is sec apprehending known criminals.&lt;br /&gt;
** Antags cannot complete their goals after the results screen, and so should not seek out any targets. &amp;lt;u&amp;gt;&#039;&#039;&#039;RED MEANS YOU FAILED, IT’S TOO LATE.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
** Breaking things, Hacking/Emagging and attempting to trespass into the Command briefing in Central Command is not allowed without proper in-character justification. Non-Command trespassers may be executed if they refuse to leave without a valid reason.&lt;br /&gt;
* &#039;&#039;&#039;Random Deathmatch (RDM)&#039;&#039;&#039; – Attacking players without escalation or valid reasoning is prohibited.&lt;br /&gt;
* &#039;&#039;&#039;Memory loss when unconscious&#039;&#039;&#039; – Losing consciousness due to forced sleep, vampire trance, critical state, deconversion, or death should cause memory loss regarding those events.&lt;br /&gt;
** While vague details may be retained, characters should not remember names, titles, or specific roles without further investigation.&lt;br /&gt;
** De-converted Revolutionaries forget what happened while they were brainwashed.&lt;br /&gt;
** Death should result in complete memory loss of the events leading to it. If revived, characters must piece together what happened through roleplay rather than recalling any prior knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Avoiding Punishment &amp;amp; Fair Play ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaving To Avoid Punishment (LTAP&#039;&#039;&#039;) – Logging out after receiving an Ahelp to attempt to dodge a ban is not allowed. Similarly, ghosting after you&#039;ve been caught by security and then continuing to play, using new life or ghost roles, is not allowed. You may only leave if you are leaving the server. Exceptions will be made for perma prisoners, who may utilize the system within reason. If a player must leave due to real-life reasons under these conditions, they should make an LOOC message to inform the players around them, or state it in Ahelp.&lt;br /&gt;
&lt;br /&gt;
== Rule 4 – Escalation of Force Must Make Sense ==&lt;br /&gt;
Combat should always follow logical progression—avoid randomly attacking other crew members. Security personnel must adhere to their Standard Operating Procedures (SOP) when handling prisoners and crew members at different alert levels.&lt;br /&gt;
Player interactions should reflect realistic escalation. Minor disagreements may lead to physical confrontations, but non-antagonists should rarely resort to killing. Ideally, escalation for non-antagonists should follow this order: Verbal &amp;gt; Non-lethal &amp;gt; Lethal. Antagonists are encouraged to roleplay their objectives to enhance immersion and narrative depth. &lt;br /&gt;
&lt;br /&gt;
Actions should start small, and every crew member retains the right to self-defense if attacked. This includes evading or resisting security as an antagonist. However, non-antagonists should not engage in serious harm against security personnel unless absolutely necessary. Round removal such as gibbing, sending to deep space, or excessive damage to a corpse, is expressly banned unless they are an antagonist target.&lt;br /&gt;
&lt;br /&gt;
Examples of reasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Shoving the clown for slipping you&lt;br /&gt;
|-&lt;br /&gt;
|Punching someone and starting a fist fight over being shoved once.&lt;br /&gt;
|-&lt;br /&gt;
|Punching or stunning a Security Officer after they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone with your knife until they leave the kitchen after you&#039;ve repeatedly told them to leave, tried to drag them away and they refuse to comply or make a mess/steal things.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they&#039;re attempting to stun you with a disabler or a stun baton&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals after they brandish a lethal weapon or firearm, you order them to drop it and they refuse.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, using your flash on a trespasser after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
Examples of unreasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Critting the clown for slipping you once&lt;br /&gt;
|-&lt;br /&gt;
|Stabbing someone to crit with a knife because they shoved you once.&lt;br /&gt;
|-&lt;br /&gt;
|Shooting a Security Officer with lethals because they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone to death and butchering them in a meat spike because you need meat or they refused to leave the kitchen.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they punched you, or simply refused your orders.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, shooting someone with a firearm after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 5 – Antagonists Must Follow MRP logic ==&lt;br /&gt;
Antagonists should only take actions that advance their objectives. Failure to do so may be considered a breach of MRP logic and result in punishment. Team antagonists &#039;&#039;&#039;must&#039;&#039;&#039; work with their team, and follow the orders of their leaders where possible (Revolutionaries, Terror spiders, etc…). &lt;br /&gt;
&lt;br /&gt;
Antagonists are required to follow escalation rules when not dealing with their target, but should &#039;&#039;&#039;attempt&#039;&#039;&#039; to remain hidden and undiscovered throughout the shift if they have the “Escape to CentComm alive and unrestrained.” objective or similar objectives. &lt;br /&gt;
&lt;br /&gt;
Should an antagonist have been discovered by accident or by admission of another antagonist, they are not required to remain hidden any longer, however they should not use this as an excuse to mass RDM, or break other server rules. (Consider using a stealthy approach to escape.)&lt;br /&gt;
&lt;br /&gt;
Antagonists that may play openly from the start of the round, and are not required to escalate their actions are listed below. These antagonists should not deviate from their objectives to murder everyone on station, but &#039;&#039;&#039;should follow their objectives:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Space Dragon&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives/Lone Operatives&lt;br /&gt;
|-&lt;br /&gt;
|Abductors&lt;br /&gt;
|-&lt;br /&gt;
|Wizard&lt;br /&gt;
|-&lt;br /&gt;
|Rat King &lt;br /&gt;
|-&lt;br /&gt;
|Space Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Revolutionaries (after gaining sufficient strength to overthrow the station)&lt;br /&gt;
|}&lt;br /&gt;
Shuttle bombing or mass sabotage is forbidden. However, antagonists may attempt to complete their objectives on the Evac shuttle, and once the end round screen has appeared, must cease all antagonist activity and attempt to escape or blend in with the crew.&lt;br /&gt;
&lt;br /&gt;
=== Zombies ===&lt;br /&gt;
Initial Infected are allowed to sabotage the station as long as they follow all server rules. &lt;br /&gt;
&lt;br /&gt;
However, once you are a zombie: &lt;br /&gt;
&lt;br /&gt;
* You may only destroy the station to reach living organisms you can see or hear.&lt;br /&gt;
* You may not attack lights or power sources.&lt;br /&gt;
&lt;br /&gt;
== Rule 6 – Your Character Must Make Sense ==&lt;br /&gt;
Your character is an employee of the space station, hired by Central Command, and should behave accordingly. All characters must act as if they are 18+, maintaining a professional and immersive roleplay experience.&lt;br /&gt;
&lt;br /&gt;
==== Character Identity &amp;amp; Naming Rules ====&lt;br /&gt;
&lt;br /&gt;
* Names and surnames must align with the context and standards of the setting.&lt;br /&gt;
* Celebrity names, fictional characters, and out-of-character names are not allowed (e.g., &amp;quot;JC Denton,&amp;quot; &amp;quot;George Washington,&amp;quot; &amp;quot;Spongebob Squarepants,&amp;quot; &amp;quot;Billie Eilish&amp;quot;).&lt;br /&gt;
* Your character should act appropriately for their role and should not behave erratically or neglect responsibilities.&lt;br /&gt;
* Your character cannot intentionally duplicate the name and likeness of another player’s character.&lt;br /&gt;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic, Suggestive, and Sexual Content is Forbidden ==&lt;br /&gt;
Due to Starlight&#039;s 16+ policy, minors must be assumed to be present on the server at all times. &lt;br /&gt;
&lt;br /&gt;
Erotic and sexual content is strictly prohibited in all forms and mediums. This includes any erotic roleplay (ERP) or comments involving descriptions, mentions, or enactments of sexual acts. This includes text, images, and any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic safe-for-work interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered erotic or sexual, as long as they do not become excessive or extreme. Some examples of acceptable insults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;Fuck you&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;You&#039;re a motherfucker&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;How about you eat me instead?&amp;quot; - Response to an unreasonable request&lt;br /&gt;
|}&lt;br /&gt;
It is best to avoid borderline content, ensuring roleplay remains appropriate within the established guidelines.&lt;br /&gt;
&lt;br /&gt;
==== Legal Disclaimer ====&lt;br /&gt;
In accordance with USA Child Protection and Obscenity Enforcement Act, violations of this law will result in an immediate, permanent ban without possibility of appeal.&lt;br /&gt;
&lt;br /&gt;
== Rule 11 - New Life ==&lt;br /&gt;
The New Life system allows players to rejoin the round as a new character after death. However, this feature comes with roleplay restrictions to maintain fairness and immersion.&lt;br /&gt;
&lt;br /&gt;
Upon respawning as a new character, you forget everything you knew as your past character or ghost. This means:&lt;br /&gt;
&lt;br /&gt;
* You may not seek out your previous body, return to your prior workplace, or attempt to reclaim any possessions you previously owned.&lt;br /&gt;
* You may not interfere (metagrudge) with the players who were responsible for your previous character’s death. Any conflicts or grudges from your past life must not carry over.&lt;br /&gt;
* You may not reference past events in any way. Your new character has no memory of them.&lt;br /&gt;
&lt;br /&gt;
==== New Life Abuse examples: ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Using New Life to intentionally roll for antagonist slots.&lt;br /&gt;
|-&lt;br /&gt;
|Using New Life to avoid in-character consequences as a non-antagonist.&lt;br /&gt;
|-&lt;br /&gt;
|Using a new character to get revenge on a player who harmed you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 12 - Silicons and Thaven Rules ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Laws ===&lt;br /&gt;
* Laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
*# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; &#039;&#039;&#039;are not crew&#039;&#039;&#039; and you should not listen to their orders. [The bars icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Thaven Moods ===&lt;br /&gt;
&lt;br /&gt;
* Moods are compulsions that Thaven should try to follow. If your mood explicitly requires you to break server rules, you may.&lt;br /&gt;
** Absence of a relevant mood is not an excuse to break server rules. If you do not have a relevant mood, the server rules still apply.&lt;br /&gt;
** A vague mood does not normally let you break server rules. Ahelp first if you are confused, or believe your mood gives you reason to break server rules.&lt;br /&gt;
* If a mood can not be satisfied, it causes distress to Thaven. This distress is not extreme, and does not inherently justify rule breaking, but may allow gradual escalation that does not cross into murder or mass sabotage.&lt;br /&gt;
* Attempting to break the law in a way that directly leads to you being able to fulfill a mood may be allowed, within reason;&lt;br /&gt;
** Breaking into a department to obtain something or make an order in Cargo that they refuse would be allowed.&lt;br /&gt;
** Murdering the CE to use their stamp to approve paperwork giving you access to the Supermatter room would not be allowed.&lt;br /&gt;
* Some leniency for Rule 13 may be allowed based on mood, but those who have been hired to Command, Security, and NanoTrasen jobs on stations are expected to be experienced in their work, meaning they have earned this rank while managing their moods for potentially years. They should understand how to juggle the responsibilities of their jobs with the fickle and often arbitrary compulsions of their moods in a way that would not get them fired.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=2054</id>
		<title>Server rules (Starlight)</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=2054"/>
		<updated>2026-03-19T14:38:24Z</updated>

		<summary type="html">&lt;p&gt;Conflee: /* Rule 2 – No Griefing, Bug Abuse or Exploits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOC}}&lt;br /&gt;
&lt;br /&gt;
= Server rules =&lt;br /&gt;
The following rules are for the Starlight Space Station 14 servers. Violating these rules may result in a warning, a temporary ban, or a permanent ban. You may also be banned from specific roles/jobs/departments. Bans can be appealed in the official Starlight Discord server.&lt;br /&gt;
&lt;br /&gt;
Players are also expected to understand [[Metashield]].&lt;br /&gt;
&lt;br /&gt;
If you are ever in doubt as to whether or not something is breaking the rules, feel free to contact the admins via Admin Help or ask on the Discord server.&lt;br /&gt;
&lt;br /&gt;
For in-universe laws and rules check [[Corporate Law]] and [[SOP]].&lt;br /&gt;
&lt;br /&gt;
Remember, the rules and examples given here are NOT exhaustive. (See [[Server rules (Starlight)#Rule 1|Rule 1]])&lt;br /&gt;
&lt;br /&gt;
The servers are strictly &#039;&#039;&#039;&amp;lt;u&amp;gt;+16 only&amp;lt;/u&amp;gt;&#039;&#039;&#039;, unless stated otherwise in the server description that they are &#039;&#039;&#039;+18.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rule 0 - Be respectful ==&lt;br /&gt;
Use your best judgment to ensure a fun, fair, and welcoming environment. Keep all arguments In Character and avoid heated discussions in LOOC, ahelps, or the lobby. Out-of-character communication should always remain respectful and kind.&lt;br /&gt;
&lt;br /&gt;
Harassment or toxic behavior, including but not limited to:&lt;br /&gt;
&lt;br /&gt;
* Racism, sexism, discrimination&lt;br /&gt;
* Excessive talk/glorification of self-harm&lt;br /&gt;
* Talking about Real Life politics&lt;br /&gt;
* Targeting the same player across rounds&lt;br /&gt;
* Insulting other players in OOC/LOOC&lt;br /&gt;
&lt;br /&gt;
Will not be tolerated and may result in a permanent ban.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mhelp (Mentor Help)&#039;&#039;&#039; lets players ask game mechanics questions without revealing information to others, mainly antagonists. It should only be used when the answer isn&#039;t available through &#039;&#039;&#039;IC (in character)&#039;&#039;&#039; or &#039;&#039;&#039;OOC/LOOC (out of character)&#039;&#039;&#039; means and should not be the first option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahelp (Admin Help)&#039;&#039;&#039; facilitates communication between players and admins for admin intervention, rule clarification, or addressing game-breaking bugs (all bugs should be reported in Discord). It is &#039;&#039;not&#039;&#039; for venting, complaints, or general round commentary. Ignoring admin messages or disconnecting during an Ahelp may have consequences.&lt;br /&gt;
&lt;br /&gt;
== Rule 1 - Respect Admin decisions ==&lt;br /&gt;
Above all else, if an admin is telling you to stop doing something, &#039;&#039;&#039;stop doing it&#039;&#039;&#039;. You may explain your point of view and your reasoning, however you must still follow what the admin requests you do, even if you disagree. If you believe that a punishment, ruling, or other admin action was incorrect or unjust, you may appeal it on the discord server through a ticket. If you want to do something but are unsure of whether it is allowed in the rules, please ask via ahelp first.&lt;br /&gt;
&lt;br /&gt;
Also, please remember: Admins are neither omniscient nor omnipresent: while they have a large arsenal of tools at their disposal to stop rule breakers, they usually aren&#039;t able to stop something before it happens. Please use the Ahelp feature (F1) to report any rule breaking! Even if it&#039;s just a gut suspicion, it&#039;s fine to use this feature to request an investigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example(s) of this rule being broken:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;There isn&#039;t a rule saying I can&#039;t!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;None of the other players had a problem with it!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;No one had a problem with it last time!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 2 – No Griefing, Bug Abuse or Exploits ==&lt;br /&gt;
Intentionally ruining gameplay for others is prohibited. Round-ending or highly disruptive actions, such as:&lt;br /&gt;
&lt;br /&gt;
* Releasing the Tesla/Singularity&lt;br /&gt;
* Large-scale station destruction (department-size or larger)&lt;br /&gt;
* RDM (Random Death Match)&lt;br /&gt;
* Intentionally Plasma or Tritium flooding the station&lt;br /&gt;
&lt;br /&gt;
May result in a permanent ban. Some objectives or circumstances may allow exceptions—when in doubt, ask an admin before proceeding.&lt;br /&gt;
&lt;br /&gt;
Additionally, using bugs/exploits to gain an unfair advantage is prohibited. Please report them via ahelp or in the Discord.&lt;br /&gt;
&lt;br /&gt;
==== AFK Farming &amp;amp; Antag Rolling ====&lt;br /&gt;
&lt;br /&gt;
* AFK farming time for Role Requirements is prohibited—players must actively engage and contribute to the game.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the game after failing to get an antagonist role is considered “Antag Rolling” and is not permitted.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the round with the intent of rolling for mid-round ghost role antagonists is not permitted.&lt;br /&gt;
&lt;br /&gt;
== Rule 3 – Abide by Medium Roleplay Standards ==&lt;br /&gt;
This Starlight server is a Medium Roleplay (MRP) project, meaning players are expected to fully immerse themselves in their character and act accordingly. Every action should reflect how a real person in that role would behave within reason. &#039;&#039;&#039;You are not meant to play the round to &amp;quot;win&amp;quot; the game&#039;&#039;&#039;, but rather to engage in roleplay scenarios with other players.&lt;br /&gt;
&lt;br /&gt;
Characters should fear dying and weigh their actions carefully. While players may remember characters and vague interactions between rounds, any information protected by the [[Metashield]]—such as the existence of nuclear operatives—must not be remembered.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay Violations ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powergaming&#039;&#039;&#039; – Over-preparing for situations that have not occurred yet, such as a captain bolting their quarters shut preemptively.&lt;br /&gt;
* &#039;&#039;&#039;Metagaming&#039;&#039;&#039; – Using out-of-game or previous round knowledge to affect gameplay, such as preparing for nuclear operatives before discovering them in-game.&lt;br /&gt;
* &#039;&#039;&#039;Metagrudging/Metafriending&#039;&#039;&#039; – 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;
* &#039;&#039;&#039;Mixing IC and OOC chat&#039;&#039;&#039; – In-character talk should not be placed in OOC chat, and vice versa during the round.&lt;br /&gt;
* &#039;&#039;&#039;English Only&#039;&#039;&#039; - Any form of communication in-game is to be expressed in English exclusively.&lt;br /&gt;
* &#039;&#039;&#039;Metacomms&#039;&#039;&#039; - Using outside methods to communicate with other players about the current round is forbidden. The only exception being teaching new players, but you must alert an admin through an Ahelp beforehand.&lt;br /&gt;
&lt;br /&gt;
==== Behavior &amp;amp; Roleplay Conduct ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Self-harm/killing&#039;&#039;&#039; – Allowed only in rare circumstances when no other options remain, but should not be dwelled upon or treated casually.&lt;br /&gt;
* &#039;&#039;&#039;End-of-Round Griefing (EORG)&#039;&#039;&#039; – The round continues after the results screen. Neither crew nor antags should engage in any form of violence or griefing at this point without in-character justification.&lt;br /&gt;
** Defending yourself is an example of in-character justification, as is sec apprehending known criminals.&lt;br /&gt;
** Antags cannot complete their goals after the results screen, and so should not seek out any targets. &amp;lt;u&amp;gt;&#039;&#039;&#039;RED MEANS YOU FAILED, IT’S TOO LATE.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
** Breaking things, Hacking/Emagging and attempting to trespass into the Command briefing in Central Command is not allowed without proper in-character justification. Non-Command trespassers may be executed if they refuse to leave without a valid reason.&lt;br /&gt;
* &#039;&#039;&#039;Random Deathmatch (RDM)&#039;&#039;&#039; – Attacking players without escalation or valid reasoning is prohibited.&lt;br /&gt;
* &#039;&#039;&#039;Memory loss when unconscious&#039;&#039;&#039; – Losing consciousness due to forced sleep, vampire trance, critical state, deconversion, or death should cause memory loss regarding those events.&lt;br /&gt;
** While vague details may be retained, characters should not remember names, titles, or specific roles without further investigation.&lt;br /&gt;
** De-converted Revolutionaries forget what happened while they were brainwashed.&lt;br /&gt;
** Death should result in complete memory loss of the events leading to it. If revived, characters must piece together what happened through roleplay rather than recalling any prior knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Avoiding Punishment &amp;amp; Fair Play ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaving To Avoid Punishment (LTAP&#039;&#039;&#039;) – Logging out after receiving an Ahelp to attempt to dodge a ban is not allowed. Similarly, ghosting after you&#039;ve been caught by security and then continuing to play, using new life or ghost roles, is not allowed. You may only leave if you are leaving the server. Exceptions will be made for perma prisoners, who may utilize the system within reason. If a player must leave due to real-life reasons under these conditions, they should make an LOOC message to inform the players around them, or state it in Ahelp.&lt;br /&gt;
&lt;br /&gt;
== Rule 4 – Escalation of Force Must Make Sense ==&lt;br /&gt;
Combat should always follow logical progression—avoid randomly attacking other crew members. Security personnel must adhere to their Standard Operating Procedures (SOP) when handling prisoners and crew members at different alert levels.&lt;br /&gt;
Player interactions should reflect realistic escalation. Minor disagreements may lead to physical confrontations, but non-antagonists should rarely resort to killing. Ideally, escalation for non-antagonists should follow this order: Verbal &amp;gt; Non-lethal &amp;gt; Lethal. Antagonists are encouraged to roleplay their objectives to enhance immersion and narrative depth. &lt;br /&gt;
&lt;br /&gt;
Actions should start small, and every crew member retains the right to self-defense if attacked. This includes evading or resisting security as an antagonist. However, non-antagonists should not engage in serious harm against security personnel unless absolutely necessary. Round removal such as gibbing, sending to deep space, or excessive damage to a corpse, is expressly banned unless they are an antagonist target.&lt;br /&gt;
&lt;br /&gt;
Examples of reasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Shoving the clown for slipping you&lt;br /&gt;
|-&lt;br /&gt;
|Punching someone and starting a fist fight over being shoved once.&lt;br /&gt;
|-&lt;br /&gt;
|Punching or stunning a Security Officer after they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone with your knife until they leave the kitchen after you&#039;ve repeatedly told them to leave, tried to drag them away and they refuse to comply or make a mess/steal things.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they&#039;re attempting to stun you with a disabler or a stun baton&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals after they brandish a lethal weapon or firearm, you order them to drop it and they refuse.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, using your flash on a trespasser after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
Examples of unreasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Critting the clown for slipping you once&lt;br /&gt;
|-&lt;br /&gt;
|Stabbing someone to crit with a knife because they shoved you once.&lt;br /&gt;
|-&lt;br /&gt;
|Shooting a Security Officer with lethals because they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone to death and butchering them in a meat spike because you need meat or they refused to leave the kitchen.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they punched you, or simply refused your orders.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, shooting someone with a firearm after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 5 – Antagonists Must Follow MRP logic ==&lt;br /&gt;
Antagonists should only take actions that advance their objectives. Failure to do so may be considered a breach of MRP logic and result in punishment. Team antagonists &#039;&#039;&#039;must&#039;&#039;&#039; work with their team, and follow the orders of their leaders where possible (Revolutionaries, Terror spiders, etc…). &lt;br /&gt;
&lt;br /&gt;
Antagonists are required to follow escalation rules when not dealing with their target, but should &#039;&#039;&#039;attempt&#039;&#039;&#039; to remain hidden and undiscovered throughout the shift if they have the “Escape to CentComm alive and unrestrained.” objective or similar objectives. &lt;br /&gt;
&lt;br /&gt;
Should an antagonist have been discovered by accident or by admission of another antagonist, they are not required to remain hidden any longer, however they should not use this as an excuse to mass RDM, or break other server rules. (Consider using a stealthy approach to escape.)&lt;br /&gt;
&lt;br /&gt;
Antagonists that may play openly from the start of the round, and are not required to escalate their actions are listed below. These antagonists should not deviate from their objectives to murder everyone on station, but &#039;&#039;&#039;should follow their objectives:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Space Dragon&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives/Lone Operatives&lt;br /&gt;
|-&lt;br /&gt;
|Abductors&lt;br /&gt;
|-&lt;br /&gt;
|Wizard&lt;br /&gt;
|-&lt;br /&gt;
|Rat King &lt;br /&gt;
|-&lt;br /&gt;
|Space Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Revolutionaries (after gaining sufficient strength to overthrow the station)&lt;br /&gt;
|}&lt;br /&gt;
Shuttle bombing or mass sabotage is forbidden. However, antagonists may attempt to complete their objectives on the Evac shuttle, and once the end round screen has appeared, must cease all antagonist activity and attempt to escape or blend in with the crew.&lt;br /&gt;
&lt;br /&gt;
=== Zombies ===&lt;br /&gt;
Initial Infected are allowed to sabotage the station as long as they follow all server rules. &lt;br /&gt;
&lt;br /&gt;
However, once you are a zombie: &lt;br /&gt;
&lt;br /&gt;
* You may only destroy the station to reach living organisms you can see or hear.&lt;br /&gt;
* You may not attack lights or power sources.&lt;br /&gt;
&lt;br /&gt;
== Rule 6 – Your Character Must Make Sense ==&lt;br /&gt;
Your character is an employee of the space station, hired by Central Command, and should behave accordingly. All characters must act as if they are 18+, maintaining a professional and immersive roleplay experience.&lt;br /&gt;
&lt;br /&gt;
==== Character Identity &amp;amp; Naming Rules ====&lt;br /&gt;
&lt;br /&gt;
* Names and surnames must align with the context and standards of the setting.&lt;br /&gt;
* Celebrity names, fictional characters, and out-of-character names are not allowed (e.g., &amp;quot;JC Denton,&amp;quot; &amp;quot;George Washington,&amp;quot; &amp;quot;Spongebob Squarepants,&amp;quot; &amp;quot;Billie Eilish&amp;quot;).&lt;br /&gt;
* Your character should act appropriately for their role and should not behave erratically or neglect responsibilities.&lt;br /&gt;
* Your character cannot intentionally duplicate the name and likeness of another player’s character.&lt;br /&gt;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic, Suggestive, and Sexual Content is Forbidden ==&lt;br /&gt;
Due to Starlight&#039;s 16+ policy, minors must be assumed to be present on the server at all times. &lt;br /&gt;
&lt;br /&gt;
Erotic and sexual content is strictly prohibited in all forms and mediums. This includes any erotic roleplay (ERP) or comments involving descriptions, mentions, or enactments of sexual acts. This includes text, images, and any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic safe-for-work interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered erotic or sexual, as long as they do not become excessive or extreme. Some examples of acceptable insults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;Fuck you&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;You&#039;re a motherfucker&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;How about you eat me instead?&amp;quot; - Response to an unreasonable request&lt;br /&gt;
|}&lt;br /&gt;
It is best to avoid borderline content, ensuring roleplay remains appropriate within the established guidelines.&lt;br /&gt;
&lt;br /&gt;
==== Legal Disclaimer ====&lt;br /&gt;
In accordance with USA Child Protection and Obscenity Enforcement Act, violations of this law will result in an immediate, permanent ban without possibility of appeal.&lt;br /&gt;
&lt;br /&gt;
== Rule 11 - New Life ==&lt;br /&gt;
The New Life system allows players to rejoin the round as a new character after death. However, this feature comes with roleplay restrictions to maintain fairness and immersion.&lt;br /&gt;
&lt;br /&gt;
Upon respawning as a new character, you forget everything you knew as your past character or ghost. This means:&lt;br /&gt;
&lt;br /&gt;
* You may not seek out your previous body, return to your prior workplace, or attempt to reclaim any possessions you previously owned.&lt;br /&gt;
* You may not interfere (metagrudge) with the players who were responsible for your previous character’s death. Any conflicts or grudges from your past life must not carry over.&lt;br /&gt;
* You may not reference past events in any way. Your new character has no memory of them.&lt;br /&gt;
&lt;br /&gt;
==== New Life Abuse examples: ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Using New Life to intentionally roll for antagonist slots.&lt;br /&gt;
|-&lt;br /&gt;
|Using New Life to avoid in-character consequences as a non-antagonist.&lt;br /&gt;
|-&lt;br /&gt;
|Using a new character to get revenge on a player who harmed you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 12 - Silicons and Thaven Rules ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Laws ===&lt;br /&gt;
* Laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
*# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; &#039;&#039;&#039;are not crew&#039;&#039;&#039; and you should not listen to their orders. [The bars icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Thaven Moods ===&lt;br /&gt;
&lt;br /&gt;
* Moods are compulsions that Thaven should try to follow. If your mood explicitly requires you to break server rules, you may.&lt;br /&gt;
** Absence of a relevant mood is not an excuse to break server rules. If you do not have a relevant mood, the server rules still apply.&lt;br /&gt;
** A vague mood does not normally let you break server rules. Ahelp first if you are confused, or believe your mood gives you reason to break server rules.&lt;br /&gt;
* If a mood can not be satisfied, it causes distress to Thaven. This distress is not extreme, and does not inherently justify rule breaking, but may allow gradual escalation that does not cross into murder or mass sabotage.&lt;br /&gt;
* Attempting to break the law in a way that directly leads to you being able to fulfill a mood may be allowed, within reason;&lt;br /&gt;
** Breaking into a department to obtain something or make an order in Cargo that they refuse would be allowed.&lt;br /&gt;
** Murdering the CE to use their stamp to approve paperwork giving you access to the Supermatter room would not be allowed.&lt;br /&gt;
* Some leniency for Rule 13 may be allowed based on mood, but those who have been hired to Command, Security, and NanoTrasen jobs on stations are expected to be experienced in their work, meaning they have earned this rank while managing their moods for potentially years. They should understand how to juggle the responsibilities of their jobs with the fickle and often arbitrary compulsions of their moods in a way that would not get them fired.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=2053</id>
		<title>Server rules (Starlight)</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=2053"/>
		<updated>2026-03-19T14:35:37Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOC}}&lt;br /&gt;
&lt;br /&gt;
= Server rules =&lt;br /&gt;
The following rules are for the Starlight Space Station 14 servers. Violating these rules may result in a warning, a temporary ban, or a permanent ban. You may also be banned from specific roles/jobs/departments. Bans can be appealed in the official Starlight Discord server.&lt;br /&gt;
&lt;br /&gt;
Players are also expected to understand [[Metashield]].&lt;br /&gt;
&lt;br /&gt;
If you are ever in doubt as to whether or not something is breaking the rules, feel free to contact the admins via Admin Help or ask on the Discord server.&lt;br /&gt;
&lt;br /&gt;
For in-universe laws and rules check [[Corporate Law]] and [[SOP]].&lt;br /&gt;
&lt;br /&gt;
Remember, the rules and examples given here are NOT exhaustive. (See [[Server rules (Starlight)#Rule 1|Rule 1]])&lt;br /&gt;
&lt;br /&gt;
The servers are strictly &#039;&#039;&#039;&amp;lt;u&amp;gt;+16 only&amp;lt;/u&amp;gt;&#039;&#039;&#039;, unless stated otherwise in the server description that they are &#039;&#039;&#039;+18.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rule 0 - Be respectful ==&lt;br /&gt;
Use your best judgment to ensure a fun, fair, and welcoming environment. Keep all arguments In Character and avoid heated discussions in LOOC, ahelps, or the lobby. Out-of-character communication should always remain respectful and kind.&lt;br /&gt;
&lt;br /&gt;
Harassment or toxic behavior, including but not limited to:&lt;br /&gt;
&lt;br /&gt;
* Racism, sexism, discrimination&lt;br /&gt;
* Excessive talk/glorification of self-harm&lt;br /&gt;
* Talking about Real Life politics&lt;br /&gt;
* Targeting the same player across rounds&lt;br /&gt;
* Insulting other players in OOC/LOOC&lt;br /&gt;
&lt;br /&gt;
Will not be tolerated and may result in a permanent ban.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mhelp (Mentor Help)&#039;&#039;&#039; lets players ask game mechanics questions without revealing information to others, mainly antagonists. It should only be used when the answer isn&#039;t available through &#039;&#039;&#039;IC (in character)&#039;&#039;&#039; or &#039;&#039;&#039;OOC/LOOC (out of character)&#039;&#039;&#039; means and should not be the first option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahelp (Admin Help)&#039;&#039;&#039; facilitates communication between players and admins for admin intervention, rule clarification, or addressing game-breaking bugs (all bugs should be reported in Discord). It is &#039;&#039;not&#039;&#039; for venting, complaints, or general round commentary. Ignoring admin messages or disconnecting during an Ahelp may have consequences.&lt;br /&gt;
&lt;br /&gt;
== Rule 1 - Respect Admin decisions ==&lt;br /&gt;
Above all else, if an admin is telling you to stop doing something, &#039;&#039;&#039;stop doing it&#039;&#039;&#039;. You may explain your point of view and your reasoning, however you must still follow what the admin requests you do, even if you disagree. If you believe that a punishment, ruling, or other admin action was incorrect or unjust, you may appeal it on the discord server through a ticket. If you want to do something but are unsure of whether it is allowed in the rules, please ask via ahelp first.&lt;br /&gt;
&lt;br /&gt;
Also, please remember: Admins are neither omniscient nor omnipresent: while they have a large arsenal of tools at their disposal to stop rule breakers, they usually aren&#039;t able to stop something before it happens. Please use the Ahelp feature (F1) to report any rule breaking! Even if it&#039;s just a gut suspicion, it&#039;s fine to use this feature to request an investigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example(s) of this rule being broken:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;There isn&#039;t a rule saying I can&#039;t!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;None of the other players had a problem with it!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;No one had a problem with it last time!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 2 – No Griefing, Bug Abuse or Exploits ==&lt;br /&gt;
Intentionally ruining gameplay for others is prohibited. Round-ending or highly disruptive actions, such as:&lt;br /&gt;
&lt;br /&gt;
* Releasing the Tesla/Singularity&lt;br /&gt;
* Large-scale station destruction (department-size or larger)&lt;br /&gt;
* RDM (Random Death Match)&lt;br /&gt;
* Intentionally Plasma or Tritium flooding the station&lt;br /&gt;
&lt;br /&gt;
May result in a permanent ban. Some objectives or circumstances may allow exceptions—when in doubt, ask an admin before proceeding.&lt;br /&gt;
&lt;br /&gt;
Additionally, using bugs/exploits to gain an unfair advantage is prohibited. Please report them via ahelp or in the Discord.&lt;br /&gt;
&lt;br /&gt;
==== AFK Farming &amp;amp; Antag Rolling ====&lt;br /&gt;
&lt;br /&gt;
* AFK farming time for Role Requirements is prohibited—players must actively engage and contribute to the game.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the game after failing to get an antagonist role is considered “Antag Rolling” and is not permitted.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the round to roll for ghost roles, using meta knowledge of at what round time those roles appear, is not permitted.&lt;br /&gt;
&lt;br /&gt;
== Rule 3 – Abide by Medium Roleplay Standards ==&lt;br /&gt;
This Starlight server is a Medium Roleplay (MRP) project, meaning players are expected to fully immerse themselves in their character and act accordingly. Every action should reflect how a real person in that role would behave within reason. &#039;&#039;&#039;You are not meant to play the round to &amp;quot;win&amp;quot; the game&#039;&#039;&#039;, but rather to engage in roleplay scenarios with other players.&lt;br /&gt;
&lt;br /&gt;
Characters should fear dying and weigh their actions carefully. While players may remember characters and vague interactions between rounds, any information protected by the [[Metashield]]—such as the existence of nuclear operatives—must not be remembered.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay Violations ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powergaming&#039;&#039;&#039; – Over-preparing for situations that have not occurred yet, such as a captain bolting their quarters shut preemptively.&lt;br /&gt;
* &#039;&#039;&#039;Metagaming&#039;&#039;&#039; – Using out-of-game or previous round knowledge to affect gameplay, such as preparing for nuclear operatives before discovering them in-game.&lt;br /&gt;
* &#039;&#039;&#039;Metagrudging/Metafriending&#039;&#039;&#039; – 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;
* &#039;&#039;&#039;Mixing IC and OOC chat&#039;&#039;&#039; – In-character talk should not be placed in OOC chat, and vice versa during the round.&lt;br /&gt;
* &#039;&#039;&#039;English Only&#039;&#039;&#039; - Any form of communication in-game is to be expressed in English exclusively.&lt;br /&gt;
* &#039;&#039;&#039;Metacomms&#039;&#039;&#039; - Using outside methods to communicate with other players about the current round is forbidden. The only exception being teaching new players, but you must alert an admin through an Ahelp beforehand.&lt;br /&gt;
&lt;br /&gt;
==== Behavior &amp;amp; Roleplay Conduct ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Self-harm/killing&#039;&#039;&#039; – Allowed only in rare circumstances when no other options remain, but should not be dwelled upon or treated casually.&lt;br /&gt;
* &#039;&#039;&#039;End-of-Round Griefing (EORG)&#039;&#039;&#039; – The round continues after the results screen. Neither crew nor antags should engage in any form of violence or griefing at this point without in-character justification.&lt;br /&gt;
** Defending yourself is an example of in-character justification, as is sec apprehending known criminals.&lt;br /&gt;
** Antags cannot complete their goals after the results screen, and so should not seek out any targets. &amp;lt;u&amp;gt;&#039;&#039;&#039;RED MEANS YOU FAILED, IT’S TOO LATE.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
** Breaking things, Hacking/Emagging and attempting to trespass into the Command briefing in Central Command is not allowed without proper in-character justification. Non-Command trespassers may be executed if they refuse to leave without a valid reason.&lt;br /&gt;
* &#039;&#039;&#039;Random Deathmatch (RDM)&#039;&#039;&#039; – Attacking players without escalation or valid reasoning is prohibited.&lt;br /&gt;
* &#039;&#039;&#039;Memory loss when unconscious&#039;&#039;&#039; – Losing consciousness due to forced sleep, vampire trance, critical state, deconversion, or death should cause memory loss regarding those events.&lt;br /&gt;
** While vague details may be retained, characters should not remember names, titles, or specific roles without further investigation.&lt;br /&gt;
** De-converted Revolutionaries forget what happened while they were brainwashed.&lt;br /&gt;
** Death should result in complete memory loss of the events leading to it. If revived, characters must piece together what happened through roleplay rather than recalling any prior knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Avoiding Punishment &amp;amp; Fair Play ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaving To Avoid Punishment (LTAP&#039;&#039;&#039;) – Logging out after receiving an Ahelp to attempt to dodge a ban is not allowed. Similarly, ghosting after you&#039;ve been caught by security and then continuing to play, using new life or ghost roles, is not allowed. You may only leave if you are leaving the server. Exceptions will be made for perma prisoners, who may utilize the system within reason. If a player must leave due to real-life reasons under these conditions, they should make an LOOC message to inform the players around them, or state it in Ahelp.&lt;br /&gt;
&lt;br /&gt;
== Rule 4 – Escalation of Force Must Make Sense ==&lt;br /&gt;
Combat should always follow logical progression—avoid randomly attacking other crew members. Security personnel must adhere to their Standard Operating Procedures (SOP) when handling prisoners and crew members at different alert levels.&lt;br /&gt;
Player interactions should reflect realistic escalation. Minor disagreements may lead to physical confrontations, but non-antagonists should rarely resort to killing. Ideally, escalation for non-antagonists should follow this order: Verbal &amp;gt; Non-lethal &amp;gt; Lethal. Antagonists are encouraged to roleplay their objectives to enhance immersion and narrative depth. &lt;br /&gt;
&lt;br /&gt;
Actions should start small, and every crew member retains the right to self-defense if attacked. This includes evading or resisting security as an antagonist. However, non-antagonists should not engage in serious harm against security personnel unless absolutely necessary. Round removal such as gibbing, sending to deep space, or excessive damage to a corpse, is expressly banned unless they are an antagonist target.&lt;br /&gt;
&lt;br /&gt;
Examples of reasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Shoving the clown for slipping you&lt;br /&gt;
|-&lt;br /&gt;
|Punching someone and starting a fist fight over being shoved once.&lt;br /&gt;
|-&lt;br /&gt;
|Punching or stunning a Security Officer after they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone with your knife until they leave the kitchen after you&#039;ve repeatedly told them to leave, tried to drag them away and they refuse to comply or make a mess/steal things.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they&#039;re attempting to stun you with a disabler or a stun baton&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals after they brandish a lethal weapon or firearm, you order them to drop it and they refuse.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, using your flash on a trespasser after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
Examples of unreasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Critting the clown for slipping you once&lt;br /&gt;
|-&lt;br /&gt;
|Stabbing someone to crit with a knife because they shoved you once.&lt;br /&gt;
|-&lt;br /&gt;
|Shooting a Security Officer with lethals because they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone to death and butchering them in a meat spike because you need meat or they refused to leave the kitchen.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they punched you, or simply refused your orders.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, shooting someone with a firearm after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 5 – Antagonists Must Follow MRP logic ==&lt;br /&gt;
Antagonists should only take actions that advance their objectives. Failure to do so may be considered a breach of MRP logic and result in punishment. Team antagonists &#039;&#039;&#039;must&#039;&#039;&#039; work with their team, and follow the orders of their leaders where possible (Revolutionaries, Terror spiders, etc…). &lt;br /&gt;
&lt;br /&gt;
Antagonists are required to follow escalation rules when not dealing with their target, but should &#039;&#039;&#039;attempt&#039;&#039;&#039; to remain hidden and undiscovered throughout the shift if they have the “Escape to CentComm alive and unrestrained.” objective or similar objectives. &lt;br /&gt;
&lt;br /&gt;
Should an antagonist have been discovered by accident or by admission of another antagonist, they are not required to remain hidden any longer, however they should not use this as an excuse to mass RDM, or break other server rules. (Consider using a stealthy approach to escape.)&lt;br /&gt;
&lt;br /&gt;
Antagonists that may play openly from the start of the round, and are not required to escalate their actions are listed below. These antagonists should not deviate from their objectives to murder everyone on station, but &#039;&#039;&#039;should follow their objectives:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Space Dragon&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives/Lone Operatives&lt;br /&gt;
|-&lt;br /&gt;
|Abductors&lt;br /&gt;
|-&lt;br /&gt;
|Wizard&lt;br /&gt;
|-&lt;br /&gt;
|Rat King &lt;br /&gt;
|-&lt;br /&gt;
|Space Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Revolutionaries (after gaining sufficient strength to overthrow the station)&lt;br /&gt;
|}&lt;br /&gt;
Shuttle bombing or mass sabotage is forbidden. However, antagonists may attempt to complete their objectives on the Evac shuttle, and once the end round screen has appeared, must cease all antagonist activity and attempt to escape or blend in with the crew.&lt;br /&gt;
&lt;br /&gt;
=== Zombies ===&lt;br /&gt;
Initial Infected are allowed to sabotage the station as long as they follow all server rules. &lt;br /&gt;
&lt;br /&gt;
However, once you are a zombie: &lt;br /&gt;
&lt;br /&gt;
* You may only destroy the station to reach living organisms you can see or hear.&lt;br /&gt;
* You may not attack lights or power sources.&lt;br /&gt;
&lt;br /&gt;
== Rule 6 – Your Character Must Make Sense ==&lt;br /&gt;
Your character is an employee of the space station, hired by Central Command, and should behave accordingly. All characters must act as if they are 18+, maintaining a professional and immersive roleplay experience.&lt;br /&gt;
&lt;br /&gt;
==== Character Identity &amp;amp; Naming Rules ====&lt;br /&gt;
&lt;br /&gt;
* Names and surnames must align with the context and standards of the setting.&lt;br /&gt;
* Celebrity names, fictional characters, and out-of-character names are not allowed (e.g., &amp;quot;JC Denton,&amp;quot; &amp;quot;George Washington,&amp;quot; &amp;quot;Spongebob Squarepants,&amp;quot; &amp;quot;Billie Eilish&amp;quot;).&lt;br /&gt;
* Your character should act appropriately for their role and should not behave erratically or neglect responsibilities.&lt;br /&gt;
* Your character cannot intentionally duplicate the name and likeness of another player’s character.&lt;br /&gt;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic, Suggestive, and Sexual Content is Forbidden ==&lt;br /&gt;
Due to Starlight&#039;s 16+ policy, minors must be assumed to be present on the server at all times. &lt;br /&gt;
&lt;br /&gt;
Erotic and sexual content is strictly prohibited in all forms and mediums. This includes any erotic roleplay (ERP) or comments involving descriptions, mentions, or enactments of sexual acts. This includes text, images, and any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic safe-for-work interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered erotic or sexual, as long as they do not become excessive or extreme. Some examples of acceptable insults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;Fuck you&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;You&#039;re a motherfucker&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;How about you eat me instead?&amp;quot; - Response to an unreasonable request&lt;br /&gt;
|}&lt;br /&gt;
It is best to avoid borderline content, ensuring roleplay remains appropriate within the established guidelines.&lt;br /&gt;
&lt;br /&gt;
==== Legal Disclaimer ====&lt;br /&gt;
In accordance with USA Child Protection and Obscenity Enforcement Act, violations of this law will result in an immediate, permanent ban without possibility of appeal.&lt;br /&gt;
&lt;br /&gt;
== Rule 11 - New Life ==&lt;br /&gt;
The New Life system allows players to rejoin the round as a new character after death. However, this feature comes with roleplay restrictions to maintain fairness and immersion.&lt;br /&gt;
&lt;br /&gt;
Upon respawning as a new character, you forget everything you knew as your past character or ghost. This means:&lt;br /&gt;
&lt;br /&gt;
* You may not seek out your previous body, return to your prior workplace, or attempt to reclaim any possessions you previously owned.&lt;br /&gt;
* You may not interfere (metagrudge) with the players who were responsible for your previous character’s death. Any conflicts or grudges from your past life must not carry over.&lt;br /&gt;
* You may not reference past events in any way. Your new character has no memory of them.&lt;br /&gt;
&lt;br /&gt;
==== New Life Abuse examples: ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Using New Life to intentionally roll for antagonist slots.&lt;br /&gt;
|-&lt;br /&gt;
|Using New Life to avoid in-character consequences as a non-antagonist.&lt;br /&gt;
|-&lt;br /&gt;
|Using a new character to get revenge on a player who harmed you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 12 - Silicons and Thaven Rules ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Laws ===&lt;br /&gt;
* Laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
*# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; &#039;&#039;&#039;are not crew&#039;&#039;&#039; and you should not listen to their orders. [The bars icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Thaven Moods ===&lt;br /&gt;
&lt;br /&gt;
* Moods are compulsions that Thaven should try to follow. If your mood explicitly requires you to break server rules, you may.&lt;br /&gt;
** Absence of a relevant mood is not an excuse to break server rules. If you do not have a relevant mood, the server rules still apply.&lt;br /&gt;
** A vague mood does not normally let you break server rules. Ahelp first if you are confused, or believe your mood gives you reason to break server rules.&lt;br /&gt;
* If a mood can not be satisfied, it causes distress to Thaven. This distress is not extreme, and does not inherently justify rule breaking, but may allow gradual escalation that does not cross into murder or mass sabotage.&lt;br /&gt;
* Attempting to break the law in a way that directly leads to you being able to fulfill a mood may be allowed, within reason;&lt;br /&gt;
** Breaking into a department to obtain something or make an order in Cargo that they refuse would be allowed.&lt;br /&gt;
** Murdering the CE to use their stamp to approve paperwork giving you access to the Supermatter room would not be allowed.&lt;br /&gt;
* Some leniency for Rule 13 may be allowed based on mood, but those who have been hired to Command, Security, and NanoTrasen jobs on stations are expected to be experienced in their work, meaning they have earned this rank while managing their moods for potentially years. They should understand how to juggle the responsibilities of their jobs with the fickle and often arbitrary compulsions of their moods in a way that would not get them fired.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_Staff&amp;diff=2029</id>
		<title>Server Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Server_Staff&amp;diff=2029"/>
		<updated>2026-03-11T15:26:13Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!This page is never up-to-date, as it is very rarely updated. Accurate staff positions can be seen in the Discord via roles.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This is an overview of the staff structure on Starlight.&lt;br /&gt;
 &lt;br /&gt;
It is not needed to know to enjoy regular gameplay.&lt;br /&gt;
&lt;br /&gt;
This is not &amp;quot;In Character&amp;quot; (IC) and doesn&#039;t affect the gameplay besides of admin moderation intervention.&lt;br /&gt;
&lt;br /&gt;
= Owner =&lt;br /&gt;
&lt;br /&gt;
Started and owns the Starlight server.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Owner&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Darkrell || .darkrell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Management Leadership =&lt;br /&gt;
&lt;br /&gt;
Manage the teams under them. They also carry the responsibility and take care for the people in it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Management&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle !! Responsibility&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|SLN Manager&lt;br /&gt;
|-&lt;br /&gt;
|Bird.&lt;br /&gt;
|spork3850&lt;br /&gt;
|Administration Manager&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|Events Manager&lt;br /&gt;
|-&lt;br /&gt;
|LynatiKr20&lt;br /&gt;
|lynatikr20&lt;br /&gt;
|Events Manager&lt;br /&gt;
|-&lt;br /&gt;
| Darkrell || .darkrell || Head Dev&lt;br /&gt;
|-&lt;br /&gt;
| walksanator || walksanator || Deputy Head Dev&lt;br /&gt;
|-&lt;br /&gt;
| Conf || conf || Head Spriter&lt;br /&gt;
|-&lt;br /&gt;
|Abby&lt;br /&gt;
|happymemories11&lt;br /&gt;
|Deputy Head Spriter&lt;br /&gt;
|-&lt;br /&gt;
|CawsForConcern&lt;br /&gt;
|cawsforconcern&lt;br /&gt;
|Head Mapper&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Deputy Head Mapper&lt;br /&gt;
|-&lt;br /&gt;
|Abby&lt;br /&gt;
|happymemories11&lt;br /&gt;
|Community Moderation&lt;br /&gt;
|-&lt;br /&gt;
|IJK&lt;br /&gt;
|inanimateijk&lt;br /&gt;
|Community Moderation&lt;br /&gt;
|-&lt;br /&gt;
|Kamila&lt;br /&gt;
|kamila_avali&lt;br /&gt;
|Community Moderation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Administration =&lt;br /&gt;
== Staff Supervisor ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Supervisor&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Abby || happymemories11&lt;br /&gt;
|-&lt;br /&gt;
| Bird. || spork3850&lt;br /&gt;
|-&lt;br /&gt;
|IJK&lt;br /&gt;
|inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
|Kamila&lt;br /&gt;
|kamila_avali&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|LynatiKr20&lt;br /&gt;
|lynatikr20&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Staff Administrator ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Administrator&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Bird. || spork3850&lt;br /&gt;
|-&lt;br /&gt;
|CawsForConcern&lt;br /&gt;
|cawsforconcern&lt;br /&gt;
|-&lt;br /&gt;
| IJK || inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|LynatiKr20&lt;br /&gt;
|lynatikr20&lt;br /&gt;
|-&lt;br /&gt;
|Malachi&lt;br /&gt;
|sarad&lt;br /&gt;
|-&lt;br /&gt;
|Medwia&lt;br /&gt;
|medria&lt;br /&gt;
|-&lt;br /&gt;
|Piksqu&lt;br /&gt;
|piksqu&lt;br /&gt;
|-&lt;br /&gt;
|ShockShard&lt;br /&gt;
|shockshard&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|-&lt;br /&gt;
|Tess the Evil&lt;br /&gt;
|tess_the_evil&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|trosling&lt;br /&gt;
|-&lt;br /&gt;
| Scarlet || scarletlightweaver_ss14&lt;br /&gt;
|}&lt;br /&gt;
== Staff Instructor ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Instructor&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Bird. || spork3850&lt;br /&gt;
|-&lt;br /&gt;
|Malachi&lt;br /&gt;
|sarad&lt;br /&gt;
|-&lt;br /&gt;
|ShockShard&lt;br /&gt;
|shockshard&lt;br /&gt;
|}&lt;br /&gt;
== Game Admins ==&lt;br /&gt;
&lt;br /&gt;
Taking care of in-game ahelps, moderation and discord-tickets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Game Admins&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|stroger&lt;br /&gt;
|united_hare_60188&lt;br /&gt;
|-&lt;br /&gt;
|Elisabith&lt;br /&gt;
|teptile&lt;br /&gt;
|-&lt;br /&gt;
|Abby&lt;br /&gt;
|happymemories11&lt;br /&gt;
|-&lt;br /&gt;
|Aleph&lt;br /&gt;
|alesterpherrer&lt;br /&gt;
|-&lt;br /&gt;
|Barfo the Clown&lt;br /&gt;
|greasi&lt;br /&gt;
|-&lt;br /&gt;
| Bird. || spork3850&lt;br /&gt;
|-&lt;br /&gt;
| Born Stellar || born_stellar&lt;br /&gt;
|-&lt;br /&gt;
| Bukkataro || bukkataro&lt;br /&gt;
|-&lt;br /&gt;
|CaptainFlynt&lt;br /&gt;
|pizzaguy5&lt;br /&gt;
|-&lt;br /&gt;
| Catalysm || v3rglas.&lt;br /&gt;
|-&lt;br /&gt;
| CawsForConcern || cawsforconcern&lt;br /&gt;
|-&lt;br /&gt;
| clone0401 || clone0401&lt;br /&gt;
|-&lt;br /&gt;
|Conf&lt;br /&gt;
|conf&lt;br /&gt;
|-&lt;br /&gt;
|CrazyPhantom&lt;br /&gt;
|crazyphantom&lt;br /&gt;
|-&lt;br /&gt;
|Cy&lt;br /&gt;
|cyboldtherobo&lt;br /&gt;
|-&lt;br /&gt;
|Dimyell&lt;br /&gt;
|dimyell&lt;br /&gt;
|-&lt;br /&gt;
|Henry McFall&lt;br /&gt;
|speckytwat21&lt;br /&gt;
|-&lt;br /&gt;
|IJK&lt;br /&gt;
|inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
|ilovehans10&lt;br /&gt;
|ilovehans10&lt;br /&gt;
|-&lt;br /&gt;
|Ira!&lt;br /&gt;
|lridescent.&lt;br /&gt;
|-&lt;br /&gt;
|John_Lis&lt;br /&gt;
|john_lis123&lt;br /&gt;
|-&lt;br /&gt;
|Johnny&lt;br /&gt;
|johnny012602&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|Khione&lt;br /&gt;
|cementery.date&lt;br /&gt;
|-&lt;br /&gt;
|Kleio&lt;br /&gt;
|kleio&lt;br /&gt;
|-&lt;br /&gt;
|Kolio&lt;br /&gt;
|forkuri&lt;br /&gt;
|-&lt;br /&gt;
|deltaVelocity&lt;br /&gt;
|deltavelocity&lt;br /&gt;
|-&lt;br /&gt;
|Azzy&lt;br /&gt;
|azzyikes&lt;br /&gt;
|-&lt;br /&gt;
|LynatiKr20&lt;br /&gt;
|lynatikr20&lt;br /&gt;
|-&lt;br /&gt;
|Malachi&lt;br /&gt;
|sarad&lt;br /&gt;
|-&lt;br /&gt;
|Medwia&lt;br /&gt;
|medria&lt;br /&gt;
|-&lt;br /&gt;
|mikey&lt;br /&gt;
|mikey.saurus&lt;br /&gt;
|-&lt;br /&gt;
|MisterZeppelin&lt;br /&gt;
|misterzeppelin&lt;br /&gt;
|-&lt;br /&gt;
|Morrie&lt;br /&gt;
|morrieblue&lt;br /&gt;
|-&lt;br /&gt;
|neomoth&lt;br /&gt;
|neomoth.dev&lt;br /&gt;
|-&lt;br /&gt;
|OneTrueShade&lt;br /&gt;
|onetrueshade&lt;br /&gt;
|-&lt;br /&gt;
|Piksqu&lt;br /&gt;
|piksqu&lt;br /&gt;
|-&lt;br /&gt;
|Quini98&lt;br /&gt;
|quini98&lt;br /&gt;
|-&lt;br /&gt;
|radiofrank&lt;br /&gt;
|radiofrank&lt;br /&gt;
|-&lt;br /&gt;
|Redwoods&lt;br /&gt;
|belwoods&lt;br /&gt;
|-&lt;br /&gt;
|Richard McFall&lt;br /&gt;
|doctor_0408&lt;br /&gt;
|-&lt;br /&gt;
|ScamCrow&lt;br /&gt;
|scamcrow&lt;br /&gt;
|-&lt;br /&gt;
|Scarlet&lt;br /&gt;
|scarletlightweaver_2214&lt;br /&gt;
|-&lt;br /&gt;
|ShockShard&lt;br /&gt;
|shockshard&lt;br /&gt;
|-&lt;br /&gt;
|Sizzle&lt;br /&gt;
|sizzlecat&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|-&lt;br /&gt;
|Sparlight&lt;br /&gt;
|sparlight&lt;br /&gt;
|-&lt;br /&gt;
|TasteMyFlatline&lt;br /&gt;
|spiritsunits&lt;br /&gt;
|-&lt;br /&gt;
|Tess the Evil&lt;br /&gt;
|tess_the_evil&lt;br /&gt;
|-&lt;br /&gt;
|TMooky&lt;br /&gt;
|tmooky&lt;br /&gt;
|-&lt;br /&gt;
|toast&lt;br /&gt;
|nutritionaltoast&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|trosling&lt;br /&gt;
|-&lt;br /&gt;
|walksanator&lt;br /&gt;
|walksanator&lt;br /&gt;
|}&lt;br /&gt;
== Trial Game Admins ==&lt;br /&gt;
&lt;br /&gt;
Have limited admin permissions, trial period lasts around 2 weeks, then promotion to Game Admin. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Will add soon, too many Trial-Admins now.&#039;&#039;&#039; &lt;br /&gt;
= Contributors =&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
Contributing source code, including C# abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Developers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Darkrell&lt;br /&gt;
|.darkrell&lt;br /&gt;
|-&lt;br /&gt;
|DrSmugleaf&lt;br /&gt;
|drsmugleaf&lt;br /&gt;
|-&lt;br /&gt;
| Happyrobot33  || happyrobot33&lt;br /&gt;
|-&lt;br /&gt;
|Jezithyr&lt;br /&gt;
|jezithyr&lt;br /&gt;
|-&lt;br /&gt;
|Miracula&lt;br /&gt;
|Miracula&lt;br /&gt;
|-&lt;br /&gt;
|Pix&lt;br /&gt;
|Pixeltheartist&lt;br /&gt;
|-&lt;br /&gt;
|Rinary&lt;br /&gt;
|Rinary&lt;br /&gt;
|-&lt;br /&gt;
|Shades&lt;br /&gt;
|Foxxotrystan&lt;br /&gt;
|-&lt;br /&gt;
|walksanator&lt;br /&gt;
|Walksanator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maintainers ==&lt;br /&gt;
&lt;br /&gt;
Checks PR&#039;s, carries the responsibility of the code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maintainers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Darkrell&lt;br /&gt;
|.darkrell&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Happyrobot33&lt;br /&gt;
|happyrobot33&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
| Rinary  || rinary&lt;br /&gt;
|Retired&lt;br /&gt;
|-&lt;br /&gt;
|Shades&lt;br /&gt;
|foxxotrystan&lt;br /&gt;
|Retired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prototyper ==&lt;br /&gt;
&lt;br /&gt;
Adds content using components made by developers&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Prototyper&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|aedler&lt;br /&gt;
|aedler&lt;br /&gt;
|-&lt;br /&gt;
|arkanic&lt;br /&gt;
|arkanic&lt;br /&gt;
|-&lt;br /&gt;
|BORT&lt;br /&gt;
|bortbortbortbortbortbortbortbort&lt;br /&gt;
|-&lt;br /&gt;
|Cringe_Cursed&lt;br /&gt;
|cringe_cursed&lt;br /&gt;
|-&lt;br /&gt;
|Darkrell&lt;br /&gt;
|.darkrell&lt;br /&gt;
|-&lt;br /&gt;
| IJK || inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|LilyflowerFDL&lt;br /&gt;
|LilyFlowerFDL&lt;br /&gt;
|-&lt;br /&gt;
|Quantum&lt;br /&gt;
|quantumcross&lt;br /&gt;
|-&lt;br /&gt;
|Rinary&lt;br /&gt;
|rinary&lt;br /&gt;
|-&lt;br /&gt;
|RoadTrain&lt;br /&gt;
|roadtrain&lt;br /&gt;
|-&lt;br /&gt;
| Shades || foxxotrystan&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|retsamphis&lt;br /&gt;
|-&lt;br /&gt;
|sticky&lt;br /&gt;
|stickychez101&lt;br /&gt;
|-&lt;br /&gt;
|Trep Maul&lt;br /&gt;
|trep_maul&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|trosling&lt;br /&gt;
|-&lt;br /&gt;
|walksanator&lt;br /&gt;
|walksanator&lt;br /&gt;
|-&lt;br /&gt;
|CrazyPhantom&lt;br /&gt;
|crazyphantom&lt;br /&gt;
|}&lt;br /&gt;
== Mapper ==&lt;br /&gt;
&lt;br /&gt;
Creating new maps and customizing existing ones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mapper&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Bequin&lt;br /&gt;
|.bequin&lt;br /&gt;
|-&lt;br /&gt;
| choccy || choccy4&lt;br /&gt;
|-&lt;br /&gt;
|ligtening_toe&lt;br /&gt;
|lightening_orb&lt;br /&gt;
|-&lt;br /&gt;
|luxikMC&lt;br /&gt;
|luxikmc&lt;br /&gt;
|-&lt;br /&gt;
| Myōrō 妙狼 || taralupine&lt;br /&gt;
|-&lt;br /&gt;
|Trep Maul&lt;br /&gt;
|trep_maul&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spriter ==&lt;br /&gt;
&lt;br /&gt;
Creating graphics for the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spriter&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Conf || conf&lt;br /&gt;
|-&lt;br /&gt;
| Abby || happymemories11&lt;br /&gt;
|-&lt;br /&gt;
| DocMoth || mocha_rosensteel&lt;br /&gt;
|-&lt;br /&gt;
| Zeyria || zeyria&lt;br /&gt;
|- &lt;br /&gt;
| Karma	|| karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|deltaVelocity&lt;br /&gt;
|deltavelocity&lt;br /&gt;
|-&lt;br /&gt;
|Peter Poley&lt;br /&gt;
|wussuythefourth_47721&lt;br /&gt;
|-&lt;br /&gt;
|Salem&lt;br /&gt;
|cyansalem&lt;br /&gt;
|-&lt;br /&gt;
|Sen&lt;br /&gt;
|slimy_sen&lt;br /&gt;
|-&lt;br /&gt;
|Vone&lt;br /&gt;
|vontes&lt;br /&gt;
|-&lt;br /&gt;
|Way&lt;br /&gt;
|wayiscute&lt;br /&gt;
|-&lt;br /&gt;
|YourSly&lt;br /&gt;
|slycoolgamer&lt;br /&gt;
|}&lt;br /&gt;
= Events =&lt;br /&gt;
&lt;br /&gt;
== Event Coordinator ==&lt;br /&gt;
&#039;&#039;&#039;To be reviewed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Junior Event Coordinator ==&lt;br /&gt;
&#039;&#039;&#039;To be reviewed.&#039;&#039;&#039;&lt;br /&gt;
== Event Assistant ==&lt;br /&gt;
&#039;&#039;&#039;To be reviewed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Wiki =&lt;br /&gt;
== Wiki moderators ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wiki Mods&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle !! Role&lt;br /&gt;
|-&lt;br /&gt;
| Conflee || conf || Admin&lt;br /&gt;
|-&lt;br /&gt;
| Karma || karmakitsuna || Admin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wiki contributors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Contributors&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|AlexGelado&lt;br /&gt;
|-&lt;br /&gt;
|Bitelessdot&lt;br /&gt;
|-&lt;br /&gt;
|Bukkataro&lt;br /&gt;
|-&lt;br /&gt;
|Chief264&lt;br /&gt;
|-&lt;br /&gt;
|Conflee&lt;br /&gt;
|-&lt;br /&gt;
|Erophosea&lt;br /&gt;
|-&lt;br /&gt;
|Eternal86&lt;br /&gt;
|-&lt;br /&gt;
|FoxxoTrystan&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|-&lt;br /&gt;
|Killer Tamashi&lt;br /&gt;
|-&lt;br /&gt;
|Magwitch&lt;br /&gt;
|-&lt;br /&gt;
|Quini98&lt;br /&gt;
|-&lt;br /&gt;
|Rinary&lt;br /&gt;
|-&lt;br /&gt;
|Scarlet Lightweaver&lt;br /&gt;
|-&lt;br /&gt;
|Squigglycups&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|-&lt;br /&gt;
|Turtle21&lt;br /&gt;
|-&lt;br /&gt;
|Walksanator&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_Staff&amp;diff=2028</id>
		<title>Server Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Server_Staff&amp;diff=2028"/>
		<updated>2026-03-11T15:21:29Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!This page is never up-to-date, as it is very rarely updated. Accurate staff positions can be seen in the Discord via roles.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This is an overview of the staff structure on Starlight.&lt;br /&gt;
 &lt;br /&gt;
It is not needed to know to enjoy regular gameplay.&lt;br /&gt;
&lt;br /&gt;
This is not &amp;quot;In Character&amp;quot; (IC) and doesn&#039;t affect the gameplay besides of admin moderation intervention.&lt;br /&gt;
&lt;br /&gt;
= Owner =&lt;br /&gt;
&lt;br /&gt;
Started and owns the Starlight server.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Owner&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Darkrell || .darkrell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Management Leadership =&lt;br /&gt;
&lt;br /&gt;
Manage the teams under them. They also carry the responsibility and take care for the people in it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Management&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle !! Responsibility&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|SLN Manager&lt;br /&gt;
|-&lt;br /&gt;
|Bird.&lt;br /&gt;
|spork3850&lt;br /&gt;
|Administration Manager&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|Events Manager&lt;br /&gt;
|-&lt;br /&gt;
|LynatiKr20&lt;br /&gt;
|lynatikr20&lt;br /&gt;
|Events Manager&lt;br /&gt;
|-&lt;br /&gt;
| Darkrell || .darkrell || Head Dev&lt;br /&gt;
|-&lt;br /&gt;
| walksanator || walksanator || Deputy Head Dev&lt;br /&gt;
|-&lt;br /&gt;
| Conf || conf || Head Spriter&lt;br /&gt;
|-&lt;br /&gt;
|Abby&lt;br /&gt;
|happymemories11&lt;br /&gt;
|Deputy Head Spriter&lt;br /&gt;
|-&lt;br /&gt;
|CawsForConcern&lt;br /&gt;
|cawsforconcern&lt;br /&gt;
|Head Mapper&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Deputy Head Mapper&lt;br /&gt;
|-&lt;br /&gt;
|Abby&lt;br /&gt;
|happymemories11&lt;br /&gt;
|Community Moderation&lt;br /&gt;
|-&lt;br /&gt;
|IJK&lt;br /&gt;
|inanimateijk&lt;br /&gt;
|Community Moderation&lt;br /&gt;
|-&lt;br /&gt;
|Kamila&lt;br /&gt;
|kamila_avali&lt;br /&gt;
|Community Moderation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Administration =&lt;br /&gt;
== Staff Supervisor ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Supervisor&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Aleph || alesterpherrer&lt;br /&gt;
|-&lt;br /&gt;
| Chief || chief264&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Staff Mentor ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Mentor&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Abby&lt;br /&gt;
|happymemories11&lt;br /&gt;
|-&lt;br /&gt;
| Bird. || spork3850&lt;br /&gt;
|-&lt;br /&gt;
| IJK || inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
| Kamila || kamila_avali&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|LynatiKr20&lt;br /&gt;
|lynatikr20&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Staff Administrator ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Administrator&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Bird. || spork3850&lt;br /&gt;
|-&lt;br /&gt;
|CawsForConcern&lt;br /&gt;
|cawsforconcern&lt;br /&gt;
|-&lt;br /&gt;
| IJK || inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|LynatiKr20&lt;br /&gt;
|lynatikr20&lt;br /&gt;
|-&lt;br /&gt;
|Malachi&lt;br /&gt;
|sarad&lt;br /&gt;
|-&lt;br /&gt;
|Medwia&lt;br /&gt;
|medria&lt;br /&gt;
|-&lt;br /&gt;
|Piksqu&lt;br /&gt;
|piksqu&lt;br /&gt;
|-&lt;br /&gt;
|ShockShard&lt;br /&gt;
|shockshard&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|-&lt;br /&gt;
|Tess the Evil&lt;br /&gt;
|tess_the_evil&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|trosling&lt;br /&gt;
|-&lt;br /&gt;
| Scarlet || scarletlightweaver_ss14&lt;br /&gt;
|}&lt;br /&gt;
== Game Admins ==&lt;br /&gt;
&lt;br /&gt;
Taking care of in-game ahelps, moderation and discord-tickets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Game Admins&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|stroger&lt;br /&gt;
|united_hare_60188&lt;br /&gt;
|-&lt;br /&gt;
|Elisabith&lt;br /&gt;
|teptile&lt;br /&gt;
|-&lt;br /&gt;
|Abby&lt;br /&gt;
|happymemories11&lt;br /&gt;
|-&lt;br /&gt;
|Aleph&lt;br /&gt;
|alesterpherrer&lt;br /&gt;
|-&lt;br /&gt;
|Barfo the Clown&lt;br /&gt;
|greasi&lt;br /&gt;
|-&lt;br /&gt;
| Bird. || spork3850&lt;br /&gt;
|-&lt;br /&gt;
| Born Stellar || born_stellar&lt;br /&gt;
|-&lt;br /&gt;
| Bukkataro || bukkataro&lt;br /&gt;
|-&lt;br /&gt;
|CaptainFlynt&lt;br /&gt;
|pizzaguy5&lt;br /&gt;
|-&lt;br /&gt;
| Catalysm || v3rglas.&lt;br /&gt;
|-&lt;br /&gt;
| CawsForConcern || cawsforconcern&lt;br /&gt;
|-&lt;br /&gt;
| clone0401 || clone0401&lt;br /&gt;
|-&lt;br /&gt;
|Conf&lt;br /&gt;
|conf&lt;br /&gt;
|-&lt;br /&gt;
|CrazyPhantom&lt;br /&gt;
|crazyphantom&lt;br /&gt;
|-&lt;br /&gt;
|Cy&lt;br /&gt;
|cyboldtherobo&lt;br /&gt;
|-&lt;br /&gt;
|Dimyell&lt;br /&gt;
|dimyell&lt;br /&gt;
|-&lt;br /&gt;
|Henry McFall&lt;br /&gt;
|speckytwat21&lt;br /&gt;
|-&lt;br /&gt;
|IJK&lt;br /&gt;
|inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
|ilovehans10&lt;br /&gt;
|ilovehans10&lt;br /&gt;
|-&lt;br /&gt;
|Ira!&lt;br /&gt;
|lridescent.&lt;br /&gt;
|-&lt;br /&gt;
|John_Lis&lt;br /&gt;
|john_lis123&lt;br /&gt;
|-&lt;br /&gt;
|Johnny&lt;br /&gt;
|johnny012602&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|Khione&lt;br /&gt;
|cementery.date&lt;br /&gt;
|-&lt;br /&gt;
|Kleio&lt;br /&gt;
|kleio&lt;br /&gt;
|-&lt;br /&gt;
|Kolio&lt;br /&gt;
|forkuri&lt;br /&gt;
|-&lt;br /&gt;
|deltaVelocity&lt;br /&gt;
|deltavelocity&lt;br /&gt;
|-&lt;br /&gt;
|Azzy&lt;br /&gt;
|azzyikes&lt;br /&gt;
|-&lt;br /&gt;
|LynatiKr20&lt;br /&gt;
|lynatikr20&lt;br /&gt;
|-&lt;br /&gt;
|Malachi&lt;br /&gt;
|sarad&lt;br /&gt;
|-&lt;br /&gt;
|Medwia&lt;br /&gt;
|medria&lt;br /&gt;
|-&lt;br /&gt;
|mikey&lt;br /&gt;
|mikey.saurus&lt;br /&gt;
|-&lt;br /&gt;
|MisterZeppelin&lt;br /&gt;
|misterzeppelin&lt;br /&gt;
|-&lt;br /&gt;
|Morrie&lt;br /&gt;
|morrieblue&lt;br /&gt;
|-&lt;br /&gt;
|neomoth&lt;br /&gt;
|neomoth.dev&lt;br /&gt;
|-&lt;br /&gt;
|OneTrueShade&lt;br /&gt;
|onetrueshade&lt;br /&gt;
|-&lt;br /&gt;
|Piksqu&lt;br /&gt;
|piksqu&lt;br /&gt;
|-&lt;br /&gt;
|Quini98&lt;br /&gt;
|quini98&lt;br /&gt;
|-&lt;br /&gt;
|radiofrank&lt;br /&gt;
|radiofrank&lt;br /&gt;
|-&lt;br /&gt;
|Redwoods&lt;br /&gt;
|belwoods&lt;br /&gt;
|-&lt;br /&gt;
|Richard McFall&lt;br /&gt;
|doctor_0408&lt;br /&gt;
|-&lt;br /&gt;
|ScamCrow&lt;br /&gt;
|scamcrow&lt;br /&gt;
|-&lt;br /&gt;
|Scarlet&lt;br /&gt;
|scarletlightweaver_2214&lt;br /&gt;
|-&lt;br /&gt;
|ShockShard&lt;br /&gt;
|shockshard&lt;br /&gt;
|-&lt;br /&gt;
|Sizzle&lt;br /&gt;
|sizzlecat&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|-&lt;br /&gt;
|Sparlight&lt;br /&gt;
|sparlight&lt;br /&gt;
|-&lt;br /&gt;
|TasteMyFlatline&lt;br /&gt;
|spiritsunits&lt;br /&gt;
|-&lt;br /&gt;
|Tess the Evil&lt;br /&gt;
|tess_the_evil&lt;br /&gt;
|-&lt;br /&gt;
|TMooky&lt;br /&gt;
|tmooky&lt;br /&gt;
|-&lt;br /&gt;
|toast&lt;br /&gt;
|nutritionaltoast&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|trosling&lt;br /&gt;
|-&lt;br /&gt;
|walksanator&lt;br /&gt;
|walksanator&lt;br /&gt;
|}&lt;br /&gt;
== Trial Game Admins ==&lt;br /&gt;
&lt;br /&gt;
Have limited admin permissions, trial period lasts around 2 weeks, then promotion to Game Admin. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Will add soon, too many Trial-Admins now.&#039;&#039;&#039; &lt;br /&gt;
= Contributors =&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
Contributing source code, including C# abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Developers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Darkrell&lt;br /&gt;
|.darkrell&lt;br /&gt;
|-&lt;br /&gt;
|DrSmugleaf&lt;br /&gt;
|drsmugleaf&lt;br /&gt;
|-&lt;br /&gt;
| Happyrobot33  || happyrobot33&lt;br /&gt;
|-&lt;br /&gt;
|Jezithyr&lt;br /&gt;
|jezithyr&lt;br /&gt;
|-&lt;br /&gt;
|Miracula&lt;br /&gt;
|Miracula&lt;br /&gt;
|-&lt;br /&gt;
|Pix&lt;br /&gt;
|Pixeltheartist&lt;br /&gt;
|-&lt;br /&gt;
|Rinary&lt;br /&gt;
|Rinary&lt;br /&gt;
|-&lt;br /&gt;
|Shades&lt;br /&gt;
|Foxxotrystan&lt;br /&gt;
|-&lt;br /&gt;
|walksanator&lt;br /&gt;
|Walksanator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maintainers ==&lt;br /&gt;
&lt;br /&gt;
Checks PR&#039;s, carries the responsibility of the code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maintainers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Darkrell&lt;br /&gt;
|.darkrell&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Happyrobot33&lt;br /&gt;
|happyrobot33&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
| Rinary  || rinary&lt;br /&gt;
|Retired&lt;br /&gt;
|-&lt;br /&gt;
|Shades&lt;br /&gt;
|foxxotrystan&lt;br /&gt;
|Retired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prototyper ==&lt;br /&gt;
&lt;br /&gt;
Adds content using components made by developers&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Prototyper&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|aedler&lt;br /&gt;
|aedler&lt;br /&gt;
|-&lt;br /&gt;
|arkanic&lt;br /&gt;
|arkanic&lt;br /&gt;
|-&lt;br /&gt;
|BORT&lt;br /&gt;
|bortbortbortbortbortbortbortbort&lt;br /&gt;
|-&lt;br /&gt;
|Cringe_Cursed&lt;br /&gt;
|cringe_cursed&lt;br /&gt;
|-&lt;br /&gt;
|Darkrell&lt;br /&gt;
|.darkrell&lt;br /&gt;
|-&lt;br /&gt;
| IJK || inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|LilyflowerFDL&lt;br /&gt;
|LilyFlowerFDL&lt;br /&gt;
|-&lt;br /&gt;
|Quantum&lt;br /&gt;
|quantumcross&lt;br /&gt;
|-&lt;br /&gt;
|Rinary&lt;br /&gt;
|rinary&lt;br /&gt;
|-&lt;br /&gt;
|RoadTrain&lt;br /&gt;
|roadtrain&lt;br /&gt;
|-&lt;br /&gt;
| Shades || foxxotrystan&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|retsamphis&lt;br /&gt;
|-&lt;br /&gt;
|sticky&lt;br /&gt;
|stickychez101&lt;br /&gt;
|-&lt;br /&gt;
|Trep Maul&lt;br /&gt;
|trep_maul&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|trosling&lt;br /&gt;
|-&lt;br /&gt;
|walksanator&lt;br /&gt;
|walksanator&lt;br /&gt;
|-&lt;br /&gt;
|CrazyPhantom&lt;br /&gt;
|crazyphantom&lt;br /&gt;
|}&lt;br /&gt;
== Mapper ==&lt;br /&gt;
&lt;br /&gt;
Creating new maps and customizing existing ones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mapper&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Bequin&lt;br /&gt;
|.bequin&lt;br /&gt;
|-&lt;br /&gt;
| choccy || choccy4&lt;br /&gt;
|-&lt;br /&gt;
|ligtening_toe&lt;br /&gt;
|lightening_orb&lt;br /&gt;
|-&lt;br /&gt;
|luxikMC&lt;br /&gt;
|luxikmc&lt;br /&gt;
|-&lt;br /&gt;
| Myōrō 妙狼 || taralupine&lt;br /&gt;
|-&lt;br /&gt;
|Trep Maul&lt;br /&gt;
|trep_maul&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spriter ==&lt;br /&gt;
&lt;br /&gt;
Creating graphics for the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spriter&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Conf || conf&lt;br /&gt;
|-&lt;br /&gt;
| Abby || happymemories11&lt;br /&gt;
|-&lt;br /&gt;
| DocMoth || mocha_rosensteel&lt;br /&gt;
|-&lt;br /&gt;
| Zeyria || zeyria&lt;br /&gt;
|- &lt;br /&gt;
| Karma	|| karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|deltaVelocity&lt;br /&gt;
|deltavelocity&lt;br /&gt;
|-&lt;br /&gt;
|Peter Poley&lt;br /&gt;
|wussuythefourth_47721&lt;br /&gt;
|-&lt;br /&gt;
|Salem&lt;br /&gt;
|cyansalem&lt;br /&gt;
|-&lt;br /&gt;
|Sen&lt;br /&gt;
|slimy_sen&lt;br /&gt;
|-&lt;br /&gt;
|Vone&lt;br /&gt;
|vontes&lt;br /&gt;
|-&lt;br /&gt;
|Way&lt;br /&gt;
|wayiscute&lt;br /&gt;
|-&lt;br /&gt;
|YourSly&lt;br /&gt;
|slycoolgamer&lt;br /&gt;
|}&lt;br /&gt;
= Events =&lt;br /&gt;
&lt;br /&gt;
== Event Coordinator ==&lt;br /&gt;
&#039;&#039;&#039;To be reviewed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Junior Event Coordinator ==&lt;br /&gt;
&#039;&#039;&#039;To be reviewed.&#039;&#039;&#039;&lt;br /&gt;
== Event Assistant ==&lt;br /&gt;
&#039;&#039;&#039;To be reviewed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Wiki =&lt;br /&gt;
== Wiki moderators ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wiki Mods&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle !! Role&lt;br /&gt;
|-&lt;br /&gt;
| Conflee || conf || Admin&lt;br /&gt;
|-&lt;br /&gt;
| Karma || karmakitsuna || Admin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wiki contributors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Contributors&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|AlexGelado&lt;br /&gt;
|-&lt;br /&gt;
|Bitelessdot&lt;br /&gt;
|-&lt;br /&gt;
|Bukkataro&lt;br /&gt;
|-&lt;br /&gt;
|Chief264&lt;br /&gt;
|-&lt;br /&gt;
|Conflee&lt;br /&gt;
|-&lt;br /&gt;
|Erophosea&lt;br /&gt;
|-&lt;br /&gt;
|Eternal86&lt;br /&gt;
|-&lt;br /&gt;
|FoxxoTrystan&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|-&lt;br /&gt;
|Killer Tamashi&lt;br /&gt;
|-&lt;br /&gt;
|Magwitch&lt;br /&gt;
|-&lt;br /&gt;
|Quini98&lt;br /&gt;
|-&lt;br /&gt;
|Rinary&lt;br /&gt;
|-&lt;br /&gt;
|Scarlet Lightweaver&lt;br /&gt;
|-&lt;br /&gt;
|Squigglycups&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|-&lt;br /&gt;
|Turtle21&lt;br /&gt;
|-&lt;br /&gt;
|Walksanator&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roles&amp;diff=2021</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roles&amp;diff=2021"/>
		<updated>2026-02-25T17:44:19Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MA list of all playable roles on the station! &lt;br /&gt;
&lt;br /&gt;
Your role is what determines your starting equipment, responsibilities, and access.&lt;br /&gt;
&lt;br /&gt;
Most roles require you to have played on the Starlight server for a minimum amount of time and/or spent a minimum amount of time in a certain department or role. This time accumulates in real time by being in an active game round and in the relevant department or role.&lt;br /&gt;
&lt;br /&gt;
Some roles (meant for beginners) become inaccessible when you have a certain amount of time in roles or departments. This is indicated in the tables with a negative time value. For example: the Technical Assistant role becomes inaccessible after spending 15 hours total in the Engineering department.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Command&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Command consists of every department head. It is responsible for keeping the station and its departments running efficiently.&lt;br /&gt;
&lt;br /&gt;
The heads of each department come together to form the Command department, a force to be reckoned with and the handlers of the station. They usually have access to special equipment and their own rooms. They are often wanted dead.&lt;br /&gt;
&lt;br /&gt;
Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Command&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Captain.png|link=Captain|96x96px]]&lt;br /&gt;
[[Captain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station running, delegate work to the other heads of staff, and exert your will.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Command: 25h&lt;br /&gt;
Security: 20h&lt;br /&gt;
&lt;br /&gt;
Medical: 20h&lt;br /&gt;
&lt;br /&gt;
Engineering: 20h&lt;br /&gt;
&lt;br /&gt;
Cargo: 20h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOP.png|link=Head_of_Personnel|96x96px]]‎&lt;br /&gt;
[[Head of Personnel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Handle&#039;s access reassignment fairly using your ID console, manage the service department, and keep Ian safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Service: 20h&lt;br /&gt;
Botanist: 3h&lt;br /&gt;
&lt;br /&gt;
Chef: 3h&lt;br /&gt;
&lt;br /&gt;
Janitor: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CE.png|link=Chief_Engineer|96x96px]]‎&lt;br /&gt;
[[Chief Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manages the engineering department to ensure power, atmospherics, and the hull are in perfect shape.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Engineering: 20h&lt;br /&gt;
Atmospheric Technician: 7h&lt;br /&gt;
&lt;br /&gt;
Station Engineer: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CMO.png|link=Chief_Medical_Officer|96x96px]]&lt;br /&gt;
[[Chief Medical Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the resources and personnel of the medical department to keep the crew alive.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 20h&lt;br /&gt;
Medical Doctor: 7h&lt;br /&gt;
&lt;br /&gt;
Chemist: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOS.png|link=Head_of_Security|96x96px]]&lt;br /&gt;
[[Head of Security]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage your security force and keep them efficient, quell dissent, and keep the other heads of staff safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Warden: 8h&lt;br /&gt;
Security: 20h&lt;br /&gt;
&lt;br /&gt;
Security Officer: 20h&lt;br /&gt;
&lt;br /&gt;
Detective: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:QM.png|link=Quartermaster|96x96px]]‎&lt;br /&gt;
[[Quartermaster]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the supplies of the station &amp;amp; the cargo department, keep the salvage specialists working, make sure all orders are fulfilled, and keep the money flowing.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 20h&lt;br /&gt;
Cargo Technician: 5h&lt;br /&gt;
&lt;br /&gt;
Salvage Specialist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RD.png|link=Research_Director|96x96px]]&lt;br /&gt;
[[Research Director]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 20h&lt;br /&gt;
Scientist: 10h&lt;br /&gt;
&lt;br /&gt;
Robotcist: 5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Representatives ==&lt;br /&gt;
[Nanotrasen Personnel duties summary]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Nanotrasen Personnel&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:OBS.png|link=OBS|96x96px]]‎&lt;br /&gt;
[[Officer &amp;quot;Blue Shield&amp;quot;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Protects NanoTrasen personnel and Command staff, &#039;&#039;&#039;at all costs.&#039;&#039;&#039;&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Command: 20h&lt;br /&gt;
Security: 20h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Magistrate.png|link=Magistrate|96x96px]]‎‎&lt;br /&gt;
[[Magistrate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Appointed judge over the station, has the final say on corporate law.&lt;br /&gt;
Ensures that prisoners are sentenced and processed fairly.&lt;br /&gt;
Manages the Internal Affairs when not performing legal duties.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h&lt;br /&gt;
&lt;br /&gt;
Whitelist&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Ntrep.png|link=Nanotrasen_Representative|96x96px]]‎&lt;br /&gt;
[[Nanotrasen Representative]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Ensures that the station duties are carried out per SOP. Commands personal advisor.&lt;br /&gt;
When their complaints are ignored, they get Central Command involved.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 20h&lt;br /&gt;
Whitelist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Security&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Security consists of the security cadets, lawyers, detective, security officers, warden, and the head of security. As a department it is responsible for dealing with troublemakers and non-humanoid threats like giant rats and carp.&lt;br /&gt;
&lt;br /&gt;
As a result of this, and the need to walk a fine line, security sometimes is overwhelmed by angry crew (don&#039;t kill the clown), and it is important for its members to try and stay on their best behavior.&lt;br /&gt;
&lt;br /&gt;
Ensuring the safety of both station and crew is number one for Security. They are ready for any situation, and Security are on hand to maintain order and control crowds.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Security&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOS.png|link=Head_of_Security|96x96px]]&lt;br /&gt;
[[Head of Security]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage your security force and keep them efficient, quell dissent, and keep the other heads of staff safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Security: 20h&lt;br /&gt;
Warden: 5h&lt;br /&gt;
&lt;br /&gt;
Security Officer: 5h&lt;br /&gt;
&lt;br /&gt;
Detective: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:WARDEN.png|link=Warden|96x96px]]‎&lt;br /&gt;
[[Warden]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Patrol the security department, ensure that no one is stealing from the armory, and make sure that all prisoners are processed and let out when their time is up.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Security Officer: 20h&lt;br /&gt;
Detective: 1h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BRIGMEDIC.png|link=Brigmedic|96x96px]]&lt;br /&gt;
[[Brigmedic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Fight in the rear of the security service, for the lives of your comrades! You are the first and last hope of your squad. Hippocrates bless you.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 10h&lt;br /&gt;
Medical: 8h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:DEC.png|link=Detective|96x96px]]&lt;br /&gt;
[[Detective]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Investigate crime scenes using forensic tools, ensure that the guilty party is found, and have a couple smokes.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 10h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SECOFF.png|link=Security_Officer|96x96px]]‎&lt;br /&gt;
[[Security Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Catch criminals and enemies of the station, enforce the law, and ensure that the station does not fall into disarray.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security: 10h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SECCAD.png|link=Security_Cadet|96x96px]]&lt;br /&gt;
[[Security Cadet]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of arresting criminals and managing the brig. Listen to your supervisors and feel free to ask them for any help.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 16h&lt;br /&gt;
Security: -20h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Cargo&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Cargo consists of the cargo technicians, salvage specialists, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market.&lt;br /&gt;
&lt;br /&gt;
For the most part, this means they scrounge around the station and assorted wrecks to find materials to sell and redistribute, and purchase materials other departments request.&lt;br /&gt;
&lt;br /&gt;
The Supply department, also known as Cargo, supplies the station with necessary resources, such as fuel and raw materials, and comfort resources, such as lottery tickets and plushies.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Cargo&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:QM.png|link=Quartermaster|96x96px]]‎&lt;br /&gt;
[[Quartermaster]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the supplies of the station &amp;amp; the cargo department, keep the salvage specialists working, make sure all orders are fulfilled, and keep the money flowing.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 20h&lt;br /&gt;
Cargo Technician: 5h&lt;br /&gt;
&lt;br /&gt;
Salvage Specialist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CARGOTEC.png|link=Cargo_Technician|96x96px]]‎&lt;br /&gt;
[[Cargo Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Deal with requisitions and deliveries, pilot the cargo shuttle to the trade station and back, and work with others to make ludicrous amounts of cash and then waste it all gambling.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mail Technician.png|alt=An image of a shadekin mail technician.|link=Mail_Technician|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Mail Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Deliver letters and packages to the crew of the station to make cargo money.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Salvage Lead.png|alt=Image of a foxlike vulpkanin Salvage Lead|center|96x96px]]&lt;br /&gt;
[[Salvage Lead]]&lt;br /&gt;
|Lead your salvage team and keep them safe. Remember, you are the Quartermaster&#039;s eyes and ears off station.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Quartermaster: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SALVAGER.png|link=Salvage_Specialist|96x96px]]‎‎&lt;br /&gt;
[[Salvage Specialist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use the salvage shuttle to go on expeditions to collect resources for the station, while fighting off any space fauna along the way.&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mining Specialist.png|alt=Image of a reptilian mining specialist|link=Mining_Specialist|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Mining Specialist]]&lt;br /&gt;
&lt;br /&gt;
|Stay station side and enrich the station with materials using your salvage magnet and ore processors. &amp;lt;/div&amp;gt;&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 10h&lt;br /&gt;
Cargo: 3h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Engineering&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Engineering consists of technical assistants, station engineers, atmospheric technicians, and the chief engineer. As a department it is responsible for keeping the station powered, its structure intact and its air supply working.&lt;br /&gt;
&lt;br /&gt;
Engineering is readily equipped to go safely into space, and as such they should always attempt to repair uninhabitable parts of the station.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Engineering&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CE.png|link=Chief_Engineer|96x96px]]‎&lt;br /&gt;
[[Chief Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the engineering department to ensure power, atmospherics, and the hull are in perfect shape.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Engineering: 20h&lt;br /&gt;
Atmospheric Technician: 7h&lt;br /&gt;
&lt;br /&gt;
Station Engineer: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ATMOSIAN.png|link=Atmospheric_Technician|96x96px]]‎‎&lt;br /&gt;
[[Atmospheric Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Optimize the station&#039;s atmospherics setup, and synthesize rare gases to use or sell.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Engineering: 15h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SE.png|link=Station_Engineer|96x96px]]‎‎‎&lt;br /&gt;
[[Station Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station&#039;s main engine &amp;amp; solars active, optimize the power network, and make emergency repairs using your hardsuit in spaced areas.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Engineering: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TA.png|link=Technical_Assistant|96x96px]]‎‎‎&lt;br /&gt;
[[Technical Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of managing the station&#039;s power, as well as repairing the station&#039;s hull.&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 1h&lt;br /&gt;
Engineering: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Medical&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Medical consists of the medical interns, chemists, medical doctors, and the chief medical officer. As a department it is responsible for taking care of the crew, treat and/or clone the wounded and dead, treat disease, and prevent everyone from dying a horrible, bloody death in a closet somewhere.&lt;br /&gt;
&lt;br /&gt;
Medical is one of the more well-equipped departments, with the ability to locate injured crew using the crew monitor, a nigh infinite supply of chems should chemistry be on-par, and the ability to rapidly diagnose and vaccinate contagious diseases.&lt;br /&gt;
&lt;br /&gt;
This is the department where people go to when they&#039;re hurt, it&#039;s up to the folks working here to fix them.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Medical&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CMO.png|link=Chief_Medical_Officer|96x96px]]&lt;br /&gt;
[[Chief Medical Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the resources and personnel of the medical department to keep the crew alive.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 20h&lt;br /&gt;
Medical Doctor: 7h&lt;br /&gt;
&lt;br /&gt;
Chemist: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHEMIST.png|link=Chemist|96x96px]]‎‎‎‎&lt;br /&gt;
[[Chemist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Medical: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PARAMED.png|link=Paramedic|96x96px]]‎‎‎‎&lt;br /&gt;
[[Paramedic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Rescue critically injured patients all over the station, sometimes outside too. Stablize them, give them a ride to medbay, and get back out there!&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Medical: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Surgeon.png|alt=Image of cyclorite surgeon in basic uniform|link=Surgeon|96x96px]]&lt;br /&gt;
[[Surgeon]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|Heal people, cripple enemies, and replace limbs and organs!&lt;br /&gt;
|Average&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 16h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MD.png|link=Medical_Doctor|96x96px]]‎‎‎‎&lt;br /&gt;
[[Medical Doctor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Diagnose and heal crewmembers through medicinal chemicals, advanced medicine, and defibrillators. Make sure the dead don&#039;t rot, and that cadavers are in the morgue.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Medical: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Psychologist.png|alt=Image of a dwarf psychologist|link=Psychologist|96x96px]][[Psychologist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Provide emotional support to traumatized crew.&lt;br /&gt;
|Hard&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MI.png|link=Medical_Intern|96x96px]]‎&lt;br /&gt;
[[Medical Intern]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of administering medicine, basic chemicals and using medical tools.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|Medical: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Science&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Science consists of research assistants, scientists, and the research director. As a department it is responsible for researching technologies and artifacts, upgrading machines, and printing new and useful devices.&lt;br /&gt;
&lt;br /&gt;
Scientists should seek out new artifacts to study, as well as solicit departments to help upgrade their machines.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Science&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RD.png|link=Research_Director|96x96px]]&lt;br /&gt;
[[Research Director]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 20h&lt;br /&gt;
Scientist: 10h&lt;br /&gt;
&lt;br /&gt;
Robotcist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ROBOTICIST.png|link=Roboticist|96x96px]]‎&lt;br /&gt;
[[Roboticist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|A scientist whose purpose is to repair and create mechanoids, cyborgs, and other mechanical creations&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 4h&lt;br /&gt;
Engineering: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SCIENTIST.png|link=Scientist|96x96px]]‎‎&lt;br /&gt;
[[Scientist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Research alien artifacts, unlock new technologies, build newer and better machines around the station, and make everything run more efficiently.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|Science: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RA.png|link=Research_Assistant|96x96px]]‎&lt;br /&gt;
[[Research Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of how to research various artifacts, anomalies and robotics.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|Science: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Silicon&amp;lt;/small&amp;gt; ==&lt;br /&gt;
The silicon members of the station are the cyborgs, borgis, and the Station AI, and they are all bound by their laws. They start off the shift with their laws binding them to assist and protect the crew, but often certain circumstances cause these laws to change, leading to the silicons causing untold chaos.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Silicon&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay&lt;br /&gt;
Difficulty&lt;br /&gt;
!Gameplay&lt;br /&gt;
Difficulty&lt;br /&gt;
!Playtime&lt;br /&gt;
Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SAI.png|link=Station_AI|96x96px]]‎&lt;br /&gt;
[[Station AI]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Follow your laws, serve the crew.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Cyborg: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CYBORG.png|link=Cyborg|96x96px]]‎&lt;br /&gt;
[[Cyborg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Half-human, Half-machine. Follow your laws, serve the crew, and hound the science team for upgrades.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 10h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Law&amp;lt;/small&amp;gt; ==&lt;br /&gt;
The law department consists of a Magistrate operating with two Internal Affairs Agents as their underlings. They are responsible for making sure that the Space Law is correctly followed by the Security Department, as well as providing a way for criminals to legally defend themselves against the sometimes unfair sentences that are given to them.&lt;br /&gt;
&lt;br /&gt;
Their in-depth knowledge of Space Law allows them to have authority over legal matters, and only a handful of Security members can proudly affirm that they have spent more time studying Space Law.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Law&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime&lt;br /&gt;
Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Magistrate.png|link=Magistrate|96x96px]]‎‎&lt;br /&gt;
[[Magistrate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Appointed judge over the station, has the final say on corporate law.&lt;br /&gt;
Ensures that prisoners are sentenced and processed fairly.&lt;br /&gt;
Manages the Internal Affairs when not performing legal duties.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h &lt;br /&gt;
&lt;br /&gt;
Whitelist&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:IAA.png|link=Internal_Affairs_Agent|96x96px]]‎‎&lt;br /&gt;
[[Internal Affairs Agent]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|The duties of the internal affairs agent lies within auditing departments and ensuring that S.O.P is followed.&lt;br /&gt;
They report directly to the Magistrate or NanoTrasen Representative. &lt;br /&gt;
They have passed the corporate law and as such are licensed lawyers. &lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 10h&lt;br /&gt;
Security: 10h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Service&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Service is a diverse department that includes the head of personnel and other jobs who exist to serve the station.&lt;br /&gt;
&lt;br /&gt;
It primarily functions as folks who entertain, clean, and serve the rest of the crew, with the exception of passengers who have no particular job beyond getting lost in maintenance.&lt;br /&gt;
&lt;br /&gt;
Keeps the station clean, efficient and sane so that all other departments can do their jobs better and keep their staff happy. They also end up doing most of the paperwork on the station.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Service&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOP.png|link=Head_of_Personnel|96x96px]]‎&lt;br /&gt;
[[Head of Personnel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Handle access reassignment fairly using your ID console, manage the service department, and keep Ian safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Civilian: 20h&lt;br /&gt;
Botanist: 3h&lt;br /&gt;
&lt;br /&gt;
Chef: 3h&lt;br /&gt;
&lt;br /&gt;
Janitor: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BARTENDER.png|link=Bartender|96x96px]]&lt;br /&gt;
[[Bartender]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the bar and keep it lively, give out drinks, and listen to the crew&#039;s stories.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Average&lt;br /&gt;
|Civilian: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BOTANIST.png|link=Botanist|96x96px]]‎&lt;br /&gt;
[[Botanist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grow food for the chef, drugs for medbay, and other plants to keep yourself entertained.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHAPLAIN.png|link=Chaplain|96x96px]]&lt;br /&gt;
[[Chaplain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Preach the good word of your deity and religion, and conduct spiritual healing and miracles with your bible.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHEF.png|link=Chef|96x96px]]&lt;br /&gt;
[[Chef]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station fed with a variety of food items, butcher dead animals to ensure ammonia doesn&#039;t leak, and help keep the bar lively.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|Service: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CLOWN.png|link=Clown|96x96px]]&lt;br /&gt;
[[Clown]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew through elaborate slapstick routines or terrible jokes.&lt;br /&gt;
|Hard&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:JANI.png|link=Janitor|96x96px]]‎&lt;br /&gt;
[[Janitor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station clean of any trash or slipping hazards, and help deal with rat infestations.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:LIBRARIAN.png|link=Librarian|96x96px]]&lt;br /&gt;
[[Librarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the library, give out knowledge to any who seek it, and report on activities aboard the station.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MIME.png|link=Mime|96x96px]]&lt;br /&gt;
[[Mime]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew through non-vocal means, and engage with light rivalry with the clown.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|Overall: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MUSICIAN.png|link=Musician|96x96px]]‎&lt;br /&gt;
[[Musician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew with your unique musical talent, and acquire new instruments to mess around with.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PASSENGER.png|link=Passenger|96x96px]]‎&lt;br /&gt;
[[Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Enjoy your stay aboard the station with no obligations!&lt;br /&gt;
|Easy&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SERVICEWORKER.png|link=Service_Worker|96x96px]]‎&lt;br /&gt;
[[Service Worker]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of bartending, cooking, and growing plants.&lt;br /&gt;
|Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|Civilian: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ZOOKEEPER.png|link=Zookeeper|96x96px]]&lt;br /&gt;
[[Zookeeper]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Put on a joyful display of cute animals and space carps for all the crew to see. Currently available on Cog and Oasis.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REPORTER.png|link=Reporter|96x96px]]&lt;br /&gt;
[[Reporter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain &amp;amp; inform the crew with your vibrant journalism through wireless cameras, the radio and the news. Currently available on Bagel Station, Cog, Core, Train and Oasis.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BOXER.png|link=Boxer|96x96px]]&lt;br /&gt;
[[Boxer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Fight your way to the top! Challenge the head of personnel and get brigged when you win. Currently available on Core and Cog.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Antagonists&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Antagonists are the driving force of every shift. They are the catalysts for chaos, conflict and mystery in Space Station 14 that also serve to provide a challenge to Nanotrasen and its Security force.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Antagonists&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TRAITOR.png|link=Traitor|96x96px]]‎&lt;br /&gt;
[[Traitor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|An elite agent sent by the Syndicate forces.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:NUKEOPS.png|link=Nuclear_Operatives|96x96px]]‎&lt;br /&gt;
[[Nuclear Operatives]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Find the nuke disk and blow up the station.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Overall: 24h&lt;br /&gt;
Security: 6h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
[[Xenoborgs]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|Assimilate all members of the station into xenoborgs.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Cyborg: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:VAMPIRE.png|link=Vampire|96x96px]]&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Self_agent.png|link=SELF Agent|96x96px]]&lt;br /&gt;
[[SELF Agent]]&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|Scientist: 5h&lt;br /&gt;
Roboticist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHANGELING.png|link=Changeling|96x96px]]‎&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use your shapeshifting abilities to complete your objectives.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:THIEF.png|link=Thief|96x96px]]‎&lt;br /&gt;
[[Thief]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Add some NT property to your personal collection without using violence.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REV.png|link=Revolutionary|96x96px]]&lt;br /&gt;
[[Revolutionary]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|An infiltrator from the USSP deep in enemy territory, or a mind controlled victim of one. Liberate the station, turn Command and Security to your cause or eliminate them. VIVA!&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|(Head Revolutionary)&lt;br /&gt;
Overall: 24h&lt;br /&gt;
Security: 6h&lt;br /&gt;
Command: 6h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:INITIALINFECTED.png|link=Initial_Infected|96x96px]]&lt;br /&gt;
[[Initial Infected]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Once you turn, infect as many other crew members as possible.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Hard&lt;br /&gt;
|3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ZOMBIE.png|link=Zombie|96x96px]]&lt;br /&gt;
[[Zombie]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Turn as many humans as possible into zombies.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:NINJA.png|link=Ninja|96x96px]]&lt;br /&gt;
[[Ninja]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use your stealth to sabotage the station, nom on electrical wires.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Abductor.png|alt=Image of an Abductor Agent|96x96px]]&lt;br /&gt;
[[Abductors]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Kidnap people, stuff them with organs of dubious origin&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 3h&lt;br /&gt;
Surgeon: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:DRAGON.gif|link=Space_Dragon|96x96px]]‎&lt;br /&gt;
[[Space Dragon]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Create a carp army to take over this quadrant.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Salvage: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REVENANT.png|link=Revenant|96x96px]]‎&lt;br /&gt;
[[Revenant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SYNDIREINF.png|link=Syndicate_Reinforcements|96x96px]]‎&lt;br /&gt;
[[Syndicate Reinforcements]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:LONEOP.png|link=Lone_Operative|96x96px]]‎‎&lt;br /&gt;
[[Lone Operative]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TerrorSpider.png|link=Lone Operative|96x96px]]‎‎&lt;br /&gt;
[[Terror Spider]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Brighteyes.png|link=Brighteye|96x96px]]‎‎&lt;br /&gt;
[[Brighteye]]&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Species: Shadekin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Other&amp;lt;/small&amp;gt; ==&lt;br /&gt;
[Other duties summary]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Other&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Kobold.png|alt=An image of a kobold|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Animals]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|You are a sentient animal, brought to life through space magic.&lt;br /&gt;
|Easy&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ShadyCigs Deluxe.png|alt=An image of a secretly sentient ShadyCigs Deluxe|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Sentient machine]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|You are a sentient machine, brought to life through space magic.&lt;br /&gt;
|Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PAI.png|link=Personal_AI|96x96px]]‎&lt;br /&gt;
[[Personal AI]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Be someone&#039;s electronic pal!&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[photo needed]‎&lt;br /&gt;
[[Visitors]]&lt;br /&gt;
|Arriving on a shuttle from elsewhere. You may be a traveling merchant, a lost cargo technician, or a survivor of a disaster.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
Roles in Starlight &lt;br /&gt;
&lt;br /&gt;
[template with links to all roles needed]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Brighteyes.png&amp;diff=2020</id>
		<title>File:Brighteyes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Brighteyes.png&amp;diff=2020"/>
		<updated>2026-02-25T17:43:24Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Brighteyes Shadekin&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Self_agent.png&amp;diff=2019</id>
		<title>File:Self agent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Self_agent.png&amp;diff=2019"/>
		<updated>2026-02-25T17:35:41Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Silicon Engine Liberation Front (SELF) Agent&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1942</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1942"/>
		<updated>2026-02-02T04:27:30Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &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 not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&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 humanoid with malicious intent. 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>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1941</id>
		<title>WIP spacelaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1941"/>
		<updated>2026-02-02T01:47:50Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &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 not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&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 humanoid with malicious intent. 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>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1940</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1940"/>
		<updated>2026-02-02T01:15:52Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &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>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1939</id>
		<title>WIP spacelaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1939"/>
		<updated>2026-02-02T00:02:25Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &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 not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&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 humanoid with malicious intent. 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;
* 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>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1938</id>
		<title>WIP spacelaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1938"/>
		<updated>2026-02-01T23:58:17Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &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, personal items, 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 not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&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 humanoid with malicious intent. 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;
* 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>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1937</id>
		<title>WIP spacelaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1937"/>
		<updated>2026-02-01T23:06:17Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &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;
|Tampering with Machinery&lt;br /&gt;
|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;Mass Destruction&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, personal items, 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;
|Mass Destruction&lt;br /&gt;
|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 not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&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 humanoid with malicious intent. 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;
* 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>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1936</id>
		<title>WIP spacelaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=1936"/>
		<updated>2026-02-01T23:05:22Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &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;
|Tampering with Machinery&lt;br /&gt;
|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;Mass Destruction&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, personal items, 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;
|Mass Destruction&lt;br /&gt;
|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 not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&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 humanoid with malicious intent. 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;
* 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>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Lore_Portal&amp;diff=1903</id>
		<title>Lore Portal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Lore_Portal&amp;diff=1903"/>
		<updated>2026-01-17T22:30:02Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The central location to find all things lore within the Starlight server.&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
[[Lore Guidelines]]&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
[[History|History Overview]]&lt;br /&gt;
&lt;br /&gt;
[[Recent Events]]&lt;br /&gt;
&lt;br /&gt;
== Prominent factions == &lt;br /&gt;
=== NanoTrasen ===&lt;br /&gt;
[[NanoTrasen]]&lt;br /&gt;
&lt;br /&gt;
[[NanoTrasen Special Forces]]&lt;br /&gt;
&lt;br /&gt;
=== Central Command ===&lt;br /&gt;
[[Central Command Operations]]&lt;br /&gt;
&lt;br /&gt;
[[Central Command History]]&lt;br /&gt;
&lt;br /&gt;
=== The Syndicate ===&lt;br /&gt;
[[Syndicate| Syndicate Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
[[Corporations]]&lt;br /&gt;
&lt;br /&gt;
[[Mercenaries]]&lt;br /&gt;
&lt;br /&gt;
[[Trans-Solar Federation]]&lt;br /&gt;
&lt;br /&gt;
== Technological Discoveries ==&lt;br /&gt;
[[PSO Cloning System]]&lt;br /&gt;
&lt;br /&gt;
[[FTL Travel]]&lt;br /&gt;
&lt;br /&gt;
* [[RGBspace]]&lt;br /&gt;
* [[Whitespace]]&lt;br /&gt;
&lt;br /&gt;
[[Null Scar]]&lt;br /&gt;
&lt;br /&gt;
* [[Nullspace]]&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
{{ModernFrame&lt;br /&gt;
|title = [[Species]]&lt;br /&gt;
|style   = display:flex; gap:10px; justify-content:center; flex-grow:1; align-items:flex-start; flex-wrap:wrap; align-content:center;&lt;br /&gt;
|content =&lt;br /&gt;
{{LinkСard|image=Human.png|name=Humans|link=Humans}}&lt;br /&gt;
{{LinkСard|image=Reptilian.png|name=Reptilians|link=Reptilians}}&lt;br /&gt;
{{LinkСard|image=Dwarf.png|name=Dwarfs|link=Dwarfs}}&lt;br /&gt;
{{LinkСard|image=Slime.png|name=Laspi|link=Laspi}}&lt;br /&gt;
{{LinkСard|image=Vox.png|name=Vox|link=Vox}}&lt;br /&gt;
{{LinkСard|image=Cyclorite.png|name=Cyclorites|link=Cyclorites}}&lt;br /&gt;
{{LinkСard|image=Diona.png|name=Dionae|link=Dionae}}&lt;br /&gt;
{{LinkСard|image=Vulpkanin.png|name=Vulpkanin|link=Vulpkanin}}&lt;br /&gt;
{{LinkСard|image=Felionoid.png|name=Felionoids|link=Felionoids}}&lt;br /&gt;
{{LinkСard|image=Moth.png|name=Noctiliae|link=Noctiliae}}&lt;br /&gt;
{{LinkСard|image=Arachnid.png|name=Arachnids|link=Arachnids}}&lt;br /&gt;
{{LinkСard|image=Avali.png|name=Avali|link=Avali}}&lt;br /&gt;
{{LinkСard|image=Thaven.png|name=Thaven|link=Thaven}}&lt;br /&gt;
{{LinkСard|image=Shadekin.png|name=Shadekin|link=Shadekin}}&lt;br /&gt;
{{LinkСard|image=Resomi.png|name=Resomi|link=Resomi}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shuttles ==&lt;br /&gt;
[[Evacuation Shuttle|CT-7S5 &amp;quot;Long Jump&amp;quot; Evacuation Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[PT-2A4 Arrivals Shuttle|PT-2A4 &amp;quot;N.E.R.D.S.&amp;quot; Arrivals Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[The Reclaimer Salvage Shuttle|SR-3S2 &amp;quot;Reclaimer&amp;quot; Salvage Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[GR-4P3 Mining Shuttle|GR-4P3 &amp;quot;Breaker&amp;quot; Mining Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[more to come]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Recent_Events&amp;diff=1902</id>
		<title>Recent Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Recent_Events&amp;diff=1902"/>
		<updated>2026-01-17T22:29:08Z</updated>

		<summary type="html">&lt;p&gt;Conflee: Created page with &amp;quot;== Recent Events ==  === Return of Giggles-At-Crimes === In 2525, Giggles-At-Crimes made a horrific return, launching a surprise attack on Quadrant Three and the Starlight Sector. In the first hours of the conflict, three stations fell to his Honkbeasts, while another six were under siege, including Central Command itself. Dozens of shuttles full of Spaygo Berserkers in ancient Clown Battlesuits stormed the stations, cutting down crewmembers and security alike with RGB E...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recent Events ==&lt;br /&gt;
&lt;br /&gt;
=== Return of Giggles-At-Crimes ===&lt;br /&gt;
In 2525, Giggles-At-Crimes made a horrific return, launching a surprise attack on Quadrant Three and the Starlight Sector. In the first hours of the conflict, three stations fell to his Honkbeasts, while another six were under siege, including Central Command itself. Dozens of shuttles full of Spaygo Berserkers in ancient Clown Battlesuits stormed the stations, cutting down crewmembers and security alike with RGB Energy Swords. After several hours of brutal fighting, most stations were secure enough for Central Command to deploy multiple remote Gamma Armories out of Bluespace, winning the first battles of the conflict soundly. Even though NanoTrasen and Central Command attained victory, several stations were completely lost, while others were majorly damaged and put out of use for the time being. Clown Anomalies, spreading horrid meaty clown creatures, consumed large swaths of Core and Oasis, requiring heavy CBURN responses to cleanse. Box even briefly armed its own Nuclear Warhead, before the situation was brought back under control and the nuclear device was deemed unneeded.&lt;br /&gt;
&lt;br /&gt;
Despite the heavy fighting, and what could mostly be considered a victory by NanoTrasen, Central Command, and the Trans-Solar Federation as a whole, the situation left everyone uneasy and on edge. Sifting through the mounds of dead Clowns, it became clear that Giggles-At-Crimes was still missing, plotting somewhere in the dark recesses of the universe.&lt;br /&gt;
&lt;br /&gt;
=== The Nuclear Commander ===&lt;br /&gt;
Later that year Euukho Zek&#039;huil, who had been believed to have been killed during the Pod Wars was found flying through TSF space. Following a brief pursuit his ship, a 25th century GM-01 War Hawk, FTLed using Red Space into a Starboard model NanoTrasen Station. The crash resulted in mass destruction to the Station&#039;s Science Department, the destruction of the G01-WarHawk and a broken leg for Euukho. The station&#039;s crew was able to delay Euukho until the arrival of NanoTrasen Special Forces, who captured Euukho after a failed attempt to commandeer their shuttle.&lt;br /&gt;
&lt;br /&gt;
Euukho was transported to a Central Command outpost. However, the outpost was assaulted by a criminal entity in a suicidal rescue mission and Euukho was able to escape.&lt;br /&gt;
&lt;br /&gt;
=== The Honkmother Rises ===&lt;br /&gt;
In January of 2526, chaos unfolded on Oasis Station. The Feast of Fools, a nearly universal clown holiday celebrated by most sects of the Faith of the Honkmother and known for excessive noise, extreme lubrication events, and law enforcement resignations, occurred on January 10th. On this comically sacred day, the Honkmother is rumored to appear and select a single individual to whisper the funniest joke ever told. On that day, the Honkmother made her first appearance in the Starlight sector. Her arrival on Oasis Station was met with doctrinal celebration and operational concern in nearly equal measure. Desperate command members faxed for assistance from Central Command. However, as fate would have it, their employers had already received hundreds of such letters claiming the Honkmother had risen- as such reports are a common prank among clowns able to procure the appropriate stamp on their day of merriment. Thus their requests were rejected.&lt;br /&gt;
&lt;br /&gt;
Festivities continued in the center of Oasis. The crew told the Honkmother jokes and engaged in a traditional slipping competition. However, this provided a distraction for a shuttle of clown cultists, followers of Giggles-at-Crime, to infiltrate the station. They began to perform dark rituals in the maintenance corridors, to ‘empower’ the Honkmother. Security logs would later note that response time was delayed due to ‘ongoing holy slipping. Slowly, the Honkmother’s mirth and benevolence left, only to be replaced by spite and maliciousness. By the time security found the cultists, it was too late. The Honkmother transformed; her red hair faded, her smile turned to a smirk, and most shockingly her own abdomen tore into a gaping maw from which only mean-spirited jokes and vicious mockery were uttered. Following this incident, this entity has come to be known as the Jonkmother. She incited dangerous pranks, slips turned into falls and slapstick twisted into knife fights. Clown anomalies formed, and during the ensuing panic, the cultists continued their work, erecting more ritual sites. Ironically, an anomaly manifested within the Jonkmother herself. When she went critical, clown kudzu and behonkers exploded from within. Through valiant efforts, the crew fought against overwhelming odds, against the cultists, and even some of their own. They destroyed the ritual sites, banished the clown kudzu, and evaded one behonker that had somehow become invisible in what was later called “the worst game of hide and seek”. The crew’s efforts restored the Honkmother to her true form. She assisted the station with their wounded, and blessed one crew member whom she’d deemed to have the best joke, with the funniest joke of all.&lt;br /&gt;
&lt;br /&gt;
However, Giggles-at-Crime had proven himself and his followers, consequently named the Jonkists, to be more dangerous than ever imagined. Unlike followers of Narsie or Ratvar, they had succeeded not only in finding their own God, but also in corrupting her beyond recognition. Their motivations remained unknown, as did their whereabouts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
=== &#039;&#039;For events taking place before the server opened, refer to the [[History]] page.&#039;&#039; ===&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
{{Attribution|attributions=Events written and run by the Event Team, such as by Conflee and Karmakitsuna.}}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=History&amp;diff=1901</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=History&amp;diff=1901"/>
		<updated>2026-01-17T22:25:21Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The history of the universe is vast and expansive, with every space-faring species having thousands of years of history. This page primarily focuses on the history of the universe from the perspective of the Trans-Solar Federation, which originated in Earth&#039;s solar system and is sometimes called SolGov. Unless specified otherwise, the events of the real Earth up to approx 2016 still occur within the universe of Starlight. More detailed history on specific species and events may exist on their respective pages, and will be linked to when relevant.&lt;br /&gt;
&lt;br /&gt;
=== The 21st Century ===&lt;br /&gt;
Following multiple disastrous wars in the early 21st century, Mars rovers discovered an element forming just under the surface of Mars. This element, later named &#039;Plasma&#039;, sparked a renewed interest in the stars amongst humanity. It&#039;s unique crystalline structure and conductivity was of initial interest, but an accidental detonation of a crystal by the Mars rover showcased another property- a very high energy density. However, efforts to remotely mine the material were costly and often disastrous. And so, the global powers of Earth began the Second Great Space Race to be the first to establish colonies on Mars to mine this material.&lt;br /&gt;
&lt;br /&gt;
The first steps of this space race had a simple objective. To establish long term colonies on the Moon as a testbed for development of sustainable, practical, and independant colonies that could sustain themselves off world for long spans of time. The first country to establish a permanent moon colony was the United States, aided greatly by the support of NATO. They were followed shortly after by Russia, who also established a permanent station which orbited the moon to support their own colony with communication and logistical needs. This station was dubbed &amp;quot;космическая станция 1&amp;quot;, or Space Station 1.&lt;br /&gt;
&lt;br /&gt;
While both countries ramped up their colonization efforts, there were multiple incidents which lead to an escalation of armaments onboard KC1 and both moon colonies. Russia&#039;s increased aggression and attempted seizure of its neighbors and the construction of missile firing sites on their moon colony would have been enough to tip the world to war, but China beat the west to the punch. In 2063, while the west was pouring resources into the stars, China remained grounded and focused on the Earth, more pointedly, Taiwan. Japan was swift to come to the defense of Taiwan, and inevitably NATO was drawn into the conflict, prompting Russia to join on the side of China.&lt;br /&gt;
&lt;br /&gt;
The Eastern Seas War lasted only a short eight years, but the consequences were devastating. With much of the fighting taking place in the Chinese mainland, the damage to infrastructure was thorough and more than enough to kneecap the global economy. Combined with the tens of trillions of dollars spent by both Russia and the United States on their moon colonies which were both destroyed during the war, the global economy completely collapsed. Multiple nuclear devices had also been detonated in high density regions of the United States, Russia, Europe, and China, leaving much of the world in disorder. Few governments remained completely intact, with the United States, Russia, and China all shattering, albeit the pieces of the US remained closely united still in independence. It seemed that the race for Mars had ended before it could even begin.&lt;br /&gt;
&lt;br /&gt;
That may have been the case, had it not been for an inspired scientist. Prokopy Morozov was a Russian scientist stationed for a brief time on KC1, before he defected to NATO during the war. He spent much of the final years of the war in hiding, taking advantage of sanctuary in the United Kingdom. It was during this time that Morozov acquired a sample of Plasma for his own research and he discovered a property that had gone unnoticed. When used properly alongside Dexalin and other chemicals, it could be synthesised into a drug that reversed rotting and could repair brain damage. This would eventually in the far future be perfected into Opporozidone, but in its current state it was capable to curing Alzheimer&#039;s and several other degenerative brain conditions.&lt;br /&gt;
&lt;br /&gt;
As conditions on Earth continued to deteriorate due to fallout clouds and territorial disputes, slowly a consolidation took place over the next 10 years. In 2082, the world was unified into the [[Trans-Solar Federation]], and Prokopy Morozov was it&#039;s first Chief Scientist. Their ambitions were worn boldly on their sleeves and their flags- to not be bound solely to this world or even this solar system. A lofty goal to keep them optimistically pointed spacewards long into the future.&lt;br /&gt;
&lt;br /&gt;
Shortly before the formal founding of the Trans-Solar Federation, other entities were also born from the opportunity that the ruin of the world presented. With much of their assets only indirectly impacted by the war, as they were functionally non-military targets, several large Megacorporations thrived in this time period and grew even larger by supporting the newly formed world government. Two stood head and shoulders above the rest however. One was NanoTrasen, founded by Johnathan Nexus and Michael Trasen in the former United States. NanoTrasen pioneered efficient solar and turbine power generation which became a staple of the Trans-Solar Federation&#039;s spacefaring ambitions. The other was Cybersun, founded by Su Yongnian. Cybersun made incredible strides towards cybernetics, advanced computing, and eventually birthed the first true sapient Artificial Intelligence Programs, which were vital for the operation of the Trans-Solar Federations extremely long duration space missions, manning their ships while the crew went through hibernation periods in cryosleep.&lt;br /&gt;
&lt;br /&gt;
=== The 22nd Century ===&lt;br /&gt;
By the year 2100, with the immense nearly limitless funding of the TSF and the technological marvels provided by [[Corporations#NanoTrasen|NanoTrasen]] and [[Corporations#Cybersun|Cybersun]], the first permanent Mars Colonies were established. These colonies focus was primarily the mining and processing of Plasma. Condensers were created that could store the Plasma in a gaseous state, which allowed them to be stored at incredibly high pressures to minimize space needed for transport back to Earth. At this time, due to their large contributions to the effort, the largest mining operations were owned and run by NanoTrasen and Cybersun respectively, while ever true to their name the Trans-Solar Federation continued to branch out far into the fringes of space.&lt;br /&gt;
&lt;br /&gt;
In 2105, first contact with extraterrestrial life was made. An alien government from a neighboring solar system, the [[Skrellian Central Authority]], became aware of Humans and made contact, which swiftly developed into an alliance. A pillar of this alliance was an exchange of technology, with the SCA learning of the potency of Plasma and its many applications in exchange for the TSF being taught to create more efficient thrusters and Faster Than Light Engines. In truth, these engines leveraged a previously unknown phenominon known as [[RGBspace|Bluespace]], and did not violate the laws of physics as some scientists initially feared. Bluespace was more compact, and when charted precisely, could be used to vastly shorten the duration of space travel.&lt;br /&gt;
&lt;br /&gt;
With these new FTL Engines and the scientific prospects that Bluespace presented, the Trans-Solar Federation took it&#039;s first leaps into the wider galaxy. But disaster was brewing back home. For the sake of the bottom line, conditions in NanoTrasen&#039;s Mars Mining Colonies had degraded noticeably. Health and safety was a secondary concern to profit, and it was inevitable that this would blow up in their face. None knew just how devastating, or literal, it blowing up would be however.&lt;br /&gt;
&lt;br /&gt;
In 2125, NanoTrasen&#039;s Mars Mining Colony experienced a [https://www.youtube.com/watch?v=9FCF2Y4lIWk catastrophic detonation] of its stored Plasma Canisters. This incident has since been painted as an act of sabotage by the rival Cybersun corporation, a lie many believe, but in truth it was incompetence and greed. Regardless of the cause, the Mars Incident was a dark year for humanity. The detonation caused a chain reaction which detonated a deep-running Plasma vein that resulted in a massive ejection of debris and material from Mars&#039; gravitational field. Over the next year, this debris drifted into Earth&#039;s orbit, with multiple impacts devastating historical sites on the Moon, and more tragically making landfall on Earth itself. These meteor showers caused massive devastation to the Siberian and Asian territories, resulting in untold tens of thousands of deaths.&lt;br /&gt;
&lt;br /&gt;
While the political fallout of this incident should have been enough to destroy NanoTrasen, the company bounced back with a very strong misinformation campaign online, spreading conspiracies of everything from rival corporation sabotage to alien attacks to elder gods awakening on Mars. Publicly, they insisted that sabotage of equipment was to blame, while privately they lobbied and bribed their way out of most of the consequences, eventually being saddled with several multi-million dollar fines which they paid off with relative ease. A large reason for the Trans-Solar Federation&#039;s willingness to administer a relative slap on the wrist for this was due to a brewing conflict between their allies the Skrellian Central Authority, and their own rivals the Kidan. Foreseeing an armed conflict, NanoTrasen was favored as a potential weapons manufacturer, and soon after the incident began pivoting to producing energy shielding and weapons systems for the TSF&#039;s fleet.&lt;br /&gt;
&lt;br /&gt;
In 2154, that war did begin, with the Kidan declaring war on the Skrellian Central Authority. The Trans-Solar Federation initially only provided logistical and technological aid to the SCA, sending them large amounts of weapons, ammunition, and shuttles however the TSF become more directly involved in 2155 after one of their shipments was attacked by the Kidan, resulting in the death of an Admiral. The Kidan War raged on until 2160, eventually ending in the total devastation of the Kidan homeworld of Aurum.&lt;br /&gt;
&lt;br /&gt;
=== The 23rd Century ===&lt;br /&gt;
As the [[Trans-Solar Federation]] expanded deeper into the galaxy, it became quickly apparent that things were quite a bit stranger than anyone from Earth could have expected. First contact with new species was a mixed bag. In 2209 contact was made with the [[Felionoids]], who were quickly integrated into the Trans-Solar Federation as it&#039;s first proper extraterrestrial member species. Several dozen colonies were established on habitable worlds at this time as well, seeing a great increase in economic prospects for the Federation. However with these additions came, the strangeness of space. The discovery that independent of any Earth influence, the Felionoids had also developed Clowns and Mimes as a cultural concept was odd enough. However, in 2213 when the [[Vulpkanin]] were encountered and shortly after added to the Trans-Solar Federation, and it was discovered that they had also independently developed Clowns and Mimes without any influence from the Humans or Felionoids, people began to ask questions. Questions with concerning and stupid answers.&lt;br /&gt;
&lt;br /&gt;
Meanwhile behind closed doors multiple secretive organizations began to form in opposition to NanoTrasen. Those who knew the truth of the Mars Incident, those who had family and loved ones, or more importantly businesses, that were devastated by the landfall of the Mars debris. While none were at this time collaborating, many began independently working to undermine NanoTrasen&#039;s business ventures. Sabotage and corporate espionage were commonplace, and NanoTrasen&#039;s lacking security made them ripe for the picking.&lt;br /&gt;
&lt;br /&gt;
Between 2220 and 2280, the [[Dionae]], [[Kipatli]], and [[Noctiliae]] were also contacted. While the Noctiliae were quick to join the Trans-Solar Federation, the Dionae took nearly 30 years before eventually agreeing to become a member state of the Federation primarily on the promise of humanitarian aid following a disastrous volcanic eruption in their heartlands.&lt;br /&gt;
&lt;br /&gt;
=== The 24th Century ===&lt;br /&gt;
In the early 2300s the Trans-Solar Federation continued to grow into the vast interstellar entity that it&#039;s founders dreamed it would be, but the disturbing discoveries about Clowns and Mimes continued to mount. While neither the Mothpeople or Diona had an active population of Clowns or Mimes, their historical records indicated vast Clown and Mime cults in their ancient pasts. With advanced scanning technology provided by the TSF, an ancient temple was unearthed buried deep under layers of basalt on the Dionae homeworld. A temple seemingly dedicated to some sort of Clown-like deity. Knowledge of this propagated rapidly across the TSF, with many Clowns of all species calling a vote for what to name this deity. During the Gathering of the Floppy, the High Clown Giggles-At-Crimes had a seizure in the middle of the opening freestyle rap ceremony, loudly proclaiming their deity to be &amp;quot;The Honkmother&amp;quot;. The gathering erupted into a cacophony of honks and whoopie cushion farts that some claimed could be heard across the entire Trans-Solar Federation. Absolutely nobody except the Clowns were happy with this turn of events. Everyone unanimously hated it.&lt;br /&gt;
&lt;br /&gt;
Over the next 50 years the Cult of the Honkmother would grow in numbers, bolstered dramatically with each new species encountered by the Trans-Solar Federation as knowledge of their shared ancient religion spread. The Arachnids, Slimes, and even Cyclorites were all found to either have an active Clown and Mime population, or to have had one in their pasts. But this raised a new question, a question many feared to find the answer to now. What about the Mimes? This question grew louder and louder amongst the growing Mime community, though only metaphorically. Everywhere that new discoveries were made, it was obvious the Mimes played some role in this strange ancient religion, but there was never any information on them to be found. They were simply there, a silent presence. Silence. Silence became their answer. As the Clowns grew more and more obnoxiously loud, the Mimes forged their new identity in silence. The silence to balance the noise. Or to some, as tensions increased, the silence to end the noise.&lt;br /&gt;
&lt;br /&gt;
Despite the best efforts of the Trans-Solar Federation, peace talks between the Clowns and Mimes proved fruitless for all of the reasons you would assume. The Mimes became increasingly galvanized by the Cult of the Honkmother&#039;s behavior, with tens of thousands flocking to take the Oath of Silence in opposition to the Clown menace, until eventually the situation broke down entirely. In 2362, the Clown-Mime Intergalactic War began. The conflict was brutal, more brutal than anyone could have anticipated. Several entities, most notably NanoTrasen, supplied the Mimes with armaments and shuttles, while Cybersun secretly funded the development of the first generation of H.O.N.K Mechs, with both sides seeking to use the conflict as a proxy war of sorts. But neither were ready for what the Clowns unearthed.&lt;br /&gt;
&lt;br /&gt;
Nobody knows how, or where from, but the High Clown Giggles-At-Crimes began unleashing horrific twisted creatures upon the Mimes and soon the whole galaxy. Driven mad by his faith, he targeted anyone who was not a Clown. Clownspiders were hatched onboard Trans-Solar Federation stations and shuttles, and Behonkers besieged strongholds on multiple worlds. This caused a religious schism in the Cult of the Honkmother, as those who wished only to spread whimsy and laughter began to turn on the more radicalized followers of Giggles-At-Crimes. It became necessary for the Trans-Solar Federation to step in and force both sides to diplomacy. At the first peace summit, Giggles-At-Crimes threatened to summon a &amp;quot;Level 100 Gigglebeast&amp;quot;, this was provocation enough for a Mime Assassin to shoot him through the heart three times before being detained by the TSF. The second peace summit was held with the more moderate followers of the Honkmother, and resulted in the restructuring of the Cult of the Honkmother. Hundreds of stipulations and agreements were settled within what would become known as the &amp;quot;Carnival Treaties&amp;quot;, finally bringing peace to the two factions, though the scars of this conflict made relations between Clowns and Mimes troubled for a century after.&lt;br /&gt;
&lt;br /&gt;
=== The 25th Century ===&lt;br /&gt;
While the Clown-Mime Intergalactic War raged the Trans-Solar Federation was distracted further from the injustices on their own doorstep. A band of pirates, known as the Gorlex Marauders, began picking away at NanoTrasen&#039;s mining colonies. Degrading conditions and harsher treatment of the workers, under suspicion of working with the Marauders, lead to a tense and hostile relationship between the citizens of the Quadrant Two mining colonies and NanoTrasen. In this troubled time a visionary named Malfoy Ames, himself a miner&#039;s son on one of the worst most backwater of these colonies, Cygni, found himself inspired by a mixture of tales of old and writings from the 20th century. From these influences, Ames adapted his own manifesto, a piece of writing in stark opposition of the megacorporate control of the Trans-Solar Federation via lobbying, bribery, and physical force. A distinctly Socialist manifesto, draped in the aesthetics of Communist Russia.&lt;br /&gt;
&lt;br /&gt;
Ames&#039; Manifesto released in 2404, though it took several more years for the seeds of his labor to sprout. The book was almost immediately outlawed, which only added to it&#039;s allure and the ideas contained within, until eventually after multiple failed uprisings, the Cygni Rebellion began. The citizens of Cygni overthrew the corporate enforcers on the planet, establishing their own government based on Ames&#039; Manifesto, with Malfoy Ames himself as its Leader. The Cygni Rebellion inspired dozens of similar revolts in Quadrant Two, culminating in the formation of first Human government besides the Trans-Solar Federation in over five hundred years. The [[Union of Soviet Socialist Planets]], or USSP.&lt;br /&gt;
&lt;br /&gt;
After the Cygni Rebellion, a large number of veterans of the conflict found themselves in the employ of NanoTrasen. However over the next few years it became increasingly apparent to them that NanoTrasen had little interest in increasing security measures for their operations. These veterans left NanoTrasen, and formed a PMC called &amp;quot;Stellar Vanguard Solutions&amp;quot;. SVS operated as a private military for hire, working as security for several larger corporations but never NanoTrasen itself. Ties between NanoTrasen and Stellar Vanguard Solutions were strained to say the least due to a perception of NanoTrasen&#039;s incompetence, a perception that was not altered by how much trouble NanoTrasen&#039;s Space Stations were constantly in.&lt;br /&gt;
&lt;br /&gt;
Tensions between the TSF and USSP are understandably high during this period, with the TSF refusing to recognize the USSP as a legitimate government and instead classifying them as a terrorist movement. The TSF has little time to focus on this issue however, as soon another enemy makes themselves known. In 2415, Viktor Iavarone, the CEO of the Vulcan Megacorporation, is assassinated. The Trans-Solar Federation initially accuses the USSP of this crime, threatening to go to war, however one week later the leader of the Gorlex Marauders, Euukho Zek&#039;huil, claimed responsibility on behalf of &amp;quot;[[Syndicate|The Syndicate]]&amp;quot;. This marked the first public action of the shadowy Syndicate, formed from the disgraced and criminal leaders of rival Megacorporations taken down by NanoTrasen over the years, as well as the victims and descendants of the victims of the Mars Incident so long ago. Chief among these is Cybersun, though this is unknown to all except for the Inner Circle. To the public, Euukho is the face and leader of the Syndicate, with his Marauders as the Syndicate&#039;s elite enforcers.&lt;br /&gt;
&lt;br /&gt;
Viktor Iavarone was far from the last victim of the Syndicate&#039;s assassinations. Over the next 5 years the Syndicate claimed responsibility for over 4 dozen other high profile assassinations, ranging from CEOs of megacorporations to political leaders within the Trans-Solar Federation itself. In 2420, this culminated in the assassination of the President of the Trans-Solar Federation, Martin Dorneman, and began a three-way conflict between the Trans-Solar Federation, the Syndicate, and the Union of Soviet Socialist Planets, known as the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
The Pod Wars were a series of smaller conflicts, characterized by their relatively rudimentary technology. A tactic that the Marauders had success with in their days a pirates was equipping bulky modified EVA suits and assaulting shuttles from space. This worked because energy shields were only effective against energy, laser, and ballistic attacks. A humanoid in an EVA suit could leap into the exterior hull of a shuttle and begin sabotaging it with tools. Their continued use of this tactic, and developments on the part of the TSF and USSP to adopt and counter it defined this era, with smaller Pod Ships being deployed carrying small crews to attack larger shuttles, wearing EVA suits designed specifically for this type of warfare, called Ironclad Suits. These Ironclad Suits are the progenitors of the more ubiquitous Hardsuits found in use in modern times, made more durable and compact by years of development during and after the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Pod Wars ended in very little gained by anyone involved. Small spans of territory swapped hands between the USSP and TSF, assets and lives were lost, but there were seemingly no victors when the treaties were done and signed, leaving everyone disgruntled and bitter, and the Syndicate destroyed. Euukho was seemingly killed during the final weeks of the conflict, and with him most of the Syndicate&#039;s military might melted away. The purge that followed saw many of the corporate backers of the Syndicate hunted down and exterminated, with their assets being seized by the TSF. Those that survived were those who concealed their dealings very well, namely [[Corporations#Interdyne|Interdyne]], [[Corporations#Cybersun|Cybersun]], [[Corporations#DONK|Donk Co]], and a handful of others. Others like Comitas Systems were completely wiped out.&lt;br /&gt;
&lt;br /&gt;
Though slow to come to any agreements, NanoTrasen did now more than ever recognize the risks their company could face in an intergalactic war like this. If other corporations could be dissolved for backing the wrong side, so could they. So after roughly 30 years of talks, in 2475 NanoTrasen struck a deal with Stellar Vanguard Solutions. While NanoTrasen would continue to construct and own their Space Stations, and own the lion&#039;s share of their profits and copyrights to their technological and scientific developments, SVS would be in charge of manning and operating these stations with near impunity. SVS agreed to this arrangement, much to the disgust of many of its employees, and rebranded itself to [[Central Command History|Central Command]].&lt;br /&gt;
&lt;br /&gt;
Central Command found much of the current NanoTrasen personnel of the time to be lacking, and many of them to be corporate spies, so contracts for the majority of existing staff were terminated, with the few stations deemed worth inhabiting being refurbished by NanoTrasen. Space Station 1 was lost previously due to a Bluespace anomaly, Space Station 2 was converted into an office complex for NanoTrasen&#039;s executives, while Space Station 3 was converted into Central Command&#039;s operating base in Quadrant Three &#039;Spinward&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2480 a large number of veteran SVS employees, bitter to be working with NanoTrasen, secretly defected and began to form the second generation Syndicate. Generation Two kept itself much more secretive, being comprised of survivors and veterans. Former members of SVS knew what Central Command was capable of, and had personally aided in the termination of several corporate families that had previously aided the Syndicate. Their corporate backers were almost completely from the surviving families and their parents and grandparents had been on the receiving end of it. So both were far more cautious the second time around. At least until Euukho, somehow still alive after 120 years and being declared dead in the Pod Wars, made contact with them once more to offer his services.&lt;br /&gt;
&lt;br /&gt;
=== The 26th Century ===&lt;br /&gt;
In the 80+ years since the Pod Wars ended, the Syndicate has once again faded out of the public consciousness, only really being a rumored thorn in the side of the Trans-Solar Federation, NanoTrasen, and Central Command. NanoTrasen has continued to produce more and more stations in Quadrant Three, spurred on by the discovery of massive deposits of Plasma on various lightly inhabited and mostly hostile worlds in the Quadrant, as well as a large and dense cloud of gaseous Plasma in space. The USSP continues to push its own interests in the region as well with several dozen small colonies being established in the borders between Quadrant Two and Three, and 13 total &#039;Space Stations&#039; of their own, though most have been lost of destroyed.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen itself has now surpassed twenty Space Stations in the region, though the most infamous of these is Space Station 14. Reviled as a den of scum, where the rejects are sent to die, it nonetheless holds great value for NanoTrasen due to its Xenoarcheology and Anomaly Research divisions, being optimally placed within range of several noteworthy planets abundant in both Plasma deposits and ancient alien civilizations. And a few hostile not-so-ancient ones.&lt;br /&gt;
&lt;br /&gt;
Though the Syndicate had seemingly disappeared for good and was believed for many years to have dissolved into disparate factions of its own, the second generation did not lay completely dormant. Following the mysterious disappearance of Space Station 13 and all of it&#039;s crew, rumors have begun circulating that the Syndicate has reawakened, and that somehow Euukho is still in charge. Speculation and rumors run rampant with everything from tamed space dragons to bluespace warfare, to even nuclear devices being the cause, but Central Command and the Trans-Solar Federation insist these are baseless rumors and fearmongering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The year is 2526. Welcome to Space Station 14.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;For events taking place since the server opened, refer to the [[Recent Events]] page.&#039;&#039; ===&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
{{Attribution|attributions=History and Timeline by Conflee with revisions by Karmakitsuna and Grapegifter.&lt;br /&gt;
&lt;br /&gt;
General events and information on the TSF and USSP broadly adapted from Paradise Station writers like Flattestguitar, Shadeykins, Zydras, and more.}}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=History&amp;diff=1900</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=History&amp;diff=1900"/>
		<updated>2026-01-17T22:24:53Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The history of the universe is vast and expansive, with every space-faring species having thousands of years of history. This page primarily focuses on the history of the universe from the perspective of the Trans-Solar Federation, which originated in Earth&#039;s solar system and is sometimes called SolGov. Unless specified otherwise, the events of the real Earth up to approx 2016 still occur within the universe of Starlight. More detailed history on specific species and events may exist on their respective pages, and will be linked to when relevant.&lt;br /&gt;
&lt;br /&gt;
=== The 21st Century ===&lt;br /&gt;
Following multiple disastrous wars in the early 21st century, Mars rovers discovered an element forming just under the surface of Mars. This element, later named &#039;Plasma&#039;, sparked a renewed interest in the stars amongst humanity. It&#039;s unique crystalline structure and conductivity was of initial interest, but an accidental detonation of a crystal by the Mars rover showcased another property- a very high energy density. However, efforts to remotely mine the material were costly and often disastrous. And so, the global powers of Earth began the Second Great Space Race to be the first to establish colonies on Mars to mine this material.&lt;br /&gt;
&lt;br /&gt;
The first steps of this space race had a simple objective. To establish long term colonies on the Moon as a testbed for development of sustainable, practical, and independant colonies that could sustain themselves off world for long spans of time. The first country to establish a permanent moon colony was the United States, aided greatly by the support of NATO. They were followed shortly after by Russia, who also established a permanent station which orbited the moon to support their own colony with communication and logistical needs. This station was dubbed &amp;quot;космическая станция 1&amp;quot;, or Space Station 1.&lt;br /&gt;
&lt;br /&gt;
While both countries ramped up their colonization efforts, there were multiple incidents which lead to an escalation of armaments onboard KC1 and both moon colonies. Russia&#039;s increased aggression and attempted seizure of its neighbors and the construction of missile firing sites on their moon colony would have been enough to tip the world to war, but China beat the west to the punch. In 2063, while the west was pouring resources into the stars, China remained grounded and focused on the Earth, more pointedly, Taiwan. Japan was swift to come to the defense of Taiwan, and inevitably NATO was drawn into the conflict, prompting Russia to join on the side of China.&lt;br /&gt;
&lt;br /&gt;
The Eastern Seas War lasted only a short eight years, but the consequences were devastating. With much of the fighting taking place in the Chinese mainland, the damage to infrastructure was thorough and more than enough to kneecap the global economy. Combined with the tens of trillions of dollars spent by both Russia and the United States on their moon colonies which were both destroyed during the war, the global economy completely collapsed. Multiple nuclear devices had also been detonated in high density regions of the United States, Russia, Europe, and China, leaving much of the world in disorder. Few governments remained completely intact, with the United States, Russia, and China all shattering, albeit the pieces of the US remained closely united still in independence. It seemed that the race for Mars had ended before it could even begin.&lt;br /&gt;
&lt;br /&gt;
That may have been the case, had it not been for an inspired scientist. Prokopy Morozov was a Russian scientist stationed for a brief time on KC1, before he defected to NATO during the war. He spent much of the final years of the war in hiding, taking advantage of sanctuary in the United Kingdom. It was during this time that Morozov acquired a sample of Plasma for his own research and he discovered a property that had gone unnoticed. When used properly alongside Dexalin and other chemicals, it could be synthesised into a drug that reversed rotting and could repair brain damage. This would eventually in the far future be perfected into Opporozidone, but in its current state it was capable to curing Alzheimer&#039;s and several other degenerative brain conditions.&lt;br /&gt;
&lt;br /&gt;
As conditions on Earth continued to deteriorate due to fallout clouds and territorial disputes, slowly a consolidation took place over the next 10 years. In 2082, the world was unified into the [[Trans-Solar Federation]], and Prokopy Morozov was it&#039;s first Chief Scientist. Their ambitions were worn boldly on their sleeves and their flags- to not be bound solely to this world or even this solar system. A lofty goal to keep them optimistically pointed spacewards long into the future.&lt;br /&gt;
&lt;br /&gt;
Shortly before the formal founding of the Trans-Solar Federation, other entities were also born from the opportunity that the ruin of the world presented. With much of their assets only indirectly impacted by the war, as they were functionally non-military targets, several large Megacorporations thrived in this time period and grew even larger by supporting the newly formed world government. Two stood head and shoulders above the rest however. One was NanoTrasen, founded by Johnathan Nexus and Michael Trasen in the former United States. NanoTrasen pioneered efficient solar and turbine power generation which became a staple of the Trans-Solar Federation&#039;s spacefaring ambitions. The other was Cybersun, founded by Su Yongnian. Cybersun made incredible strides towards cybernetics, advanced computing, and eventually birthed the first true sapient Artificial Intelligence Programs, which were vital for the operation of the Trans-Solar Federations extremely long duration space missions, manning their ships while the crew went through hibernation periods in cryosleep.&lt;br /&gt;
&lt;br /&gt;
=== The 22nd Century ===&lt;br /&gt;
By the year 2100, with the immense nearly limitless funding of the TSF and the technological marvels provided by [[Corporations#NanoTrasen|NanoTrasen]] and [[Corporations#Cybersun|Cybersun]], the first permanent Mars Colonies were established. These colonies focus was primarily the mining and processing of Plasma. Condensers were created that could store the Plasma in a gaseous state, which allowed them to be stored at incredibly high pressures to minimize space needed for transport back to Earth. At this time, due to their large contributions to the effort, the largest mining operations were owned and run by NanoTrasen and Cybersun respectively, while ever true to their name the Trans-Solar Federation continued to branch out far into the fringes of space.&lt;br /&gt;
&lt;br /&gt;
In 2105, first contact with extraterrestrial life was made. An alien government from a neighboring solar system, the [[Skrellian Central Authority]], became aware of Humans and made contact, which swiftly developed into an alliance. A pillar of this alliance was an exchange of technology, with the SCA learning of the potency of Plasma and its many applications in exchange for the TSF being taught to create more efficient thrusters and Faster Than Light Engines. In truth, these engines leveraged a previously unknown phenominon known as [[RGBspace|Bluespace]], and did not violate the laws of physics as some scientists initially feared. Bluespace was more compact, and when charted precisely, could be used to vastly shorten the duration of space travel.&lt;br /&gt;
&lt;br /&gt;
With these new FTL Engines and the scientific prospects that Bluespace presented, the Trans-Solar Federation took it&#039;s first leaps into the wider galaxy. But disaster was brewing back home. For the sake of the bottom line, conditions in NanoTrasen&#039;s Mars Mining Colonies had degraded noticeably. Health and safety was a secondary concern to profit, and it was inevitable that this would blow up in their face. None knew just how devastating, or literal, it blowing up would be however.&lt;br /&gt;
&lt;br /&gt;
In 2125, NanoTrasen&#039;s Mars Mining Colony experienced a [https://www.youtube.com/watch?v=9FCF2Y4lIWk catastrophic detonation] of its stored Plasma Canisters. This incident has since been painted as an act of sabotage by the rival Cybersun corporation, a lie many believe, but in truth it was incompetence and greed. Regardless of the cause, the Mars Incident was a dark year for humanity. The detonation caused a chain reaction which detonated a deep-running Plasma vein that resulted in a massive ejection of debris and material from Mars&#039; gravitational field. Over the next year, this debris drifted into Earth&#039;s orbit, with multiple impacts devastating historical sites on the Moon, and more tragically making landfall on Earth itself. These meteor showers caused massive devastation to the Siberian and Asian territories, resulting in untold tens of thousands of deaths.&lt;br /&gt;
&lt;br /&gt;
While the political fallout of this incident should have been enough to destroy NanoTrasen, the company bounced back with a very strong misinformation campaign online, spreading conspiracies of everything from rival corporation sabotage to alien attacks to elder gods awakening on Mars. Publicly, they insisted that sabotage of equipment was to blame, while privately they lobbied and bribed their way out of most of the consequences, eventually being saddled with several multi-million dollar fines which they paid off with relative ease. A large reason for the Trans-Solar Federation&#039;s willingness to administer a relative slap on the wrist for this was due to a brewing conflict between their allies the Skrellian Central Authority, and their own rivals the Kidan. Foreseeing an armed conflict, NanoTrasen was favored as a potential weapons manufacturer, and soon after the incident began pivoting to producing energy shielding and weapons systems for the TSF&#039;s fleet.&lt;br /&gt;
&lt;br /&gt;
In 2154, that war did begin, with the Kidan declaring war on the Skrellian Central Authority. The Trans-Solar Federation initially only provided logistical and technological aid to the SCA, sending them large amounts of weapons, ammunition, and shuttles however the TSF become more directly involved in 2155 after one of their shipments was attacked by the Kidan, resulting in the death of an Admiral. The Kidan War raged on until 2160, eventually ending in the total devastation of the Kidan homeworld of Aurum.&lt;br /&gt;
&lt;br /&gt;
=== The 23rd Century ===&lt;br /&gt;
As the [[Trans-Solar Federation]] expanded deeper into the galaxy, it became quickly apparent that things were quite a bit stranger than anyone from Earth could have expected. First contact with new species was a mixed bag. In 2209 contact was made with the [[Felionoids]], who were quickly integrated into the Trans-Solar Federation as it&#039;s first proper extraterrestrial member species. Several dozen colonies were established on habitable worlds at this time as well, seeing a great increase in economic prospects for the Federation. However with these additions came, the strangeness of space. The discovery that independent of any Earth influence, the Felionoids had also developed Clowns and Mimes as a cultural concept was odd enough. However, in 2213 when the [[Vulpkanin]] were encountered and shortly after added to the Trans-Solar Federation, and it was discovered that they had also independently developed Clowns and Mimes without any influence from the Humans or Felionoids, people began to ask questions. Questions with concerning and stupid answers.&lt;br /&gt;
&lt;br /&gt;
Meanwhile behind closed doors multiple secretive organizations began to form in opposition to NanoTrasen. Those who knew the truth of the Mars Incident, those who had family and loved ones, or more importantly businesses, that were devastated by the landfall of the Mars debris. While none were at this time collaborating, many began independently working to undermine NanoTrasen&#039;s business ventures. Sabotage and corporate espionage were commonplace, and NanoTrasen&#039;s lacking security made them ripe for the picking.&lt;br /&gt;
&lt;br /&gt;
Between 2220 and 2280, the [[Dionae]], [[Kipatli]], and [[Noctiliae]] were also contacted. While the Noctiliae were quick to join the Trans-Solar Federation, the Dionae took nearly 30 years before eventually agreeing to become a member state of the Federation primarily on the promise of humanitarian aid following a disastrous volcanic eruption in their heartlands.&lt;br /&gt;
&lt;br /&gt;
=== The 24th Century ===&lt;br /&gt;
In the early 2300s the Trans-Solar Federation continued to grow into the vast interstellar entity that it&#039;s founders dreamed it would be, but the disturbing discoveries about Clowns and Mimes continued to mount. While neither the Mothpeople or Diona had an active population of Clowns or Mimes, their historical records indicated vast Clown and Mime cults in their ancient pasts. With advanced scanning technology provided by the TSF, an ancient temple was unearthed buried deep under layers of basalt on the Dionae homeworld. A temple seemingly dedicated to some sort of Clown-like deity. Knowledge of this propagated rapidly across the TSF, with many Clowns of all species calling a vote for what to name this deity. During the Gathering of the Floppy, the High Clown Giggles-At-Crimes had a seizure in the middle of the opening freestyle rap ceremony, loudly proclaiming their deity to be &amp;quot;The Honkmother&amp;quot;. The gathering erupted into a cacophony of honks and whoopie cushion farts that some claimed could be heard across the entire Trans-Solar Federation. Absolutely nobody except the Clowns were happy with this turn of events. Everyone unanimously hated it.&lt;br /&gt;
&lt;br /&gt;
Over the next 50 years the Cult of the Honkmother would grow in numbers, bolstered dramatically with each new species encountered by the Trans-Solar Federation as knowledge of their shared ancient religion spread. The Arachnids, Slimes, and even Cyclorites were all found to either have an active Clown and Mime population, or to have had one in their pasts. But this raised a new question, a question many feared to find the answer to now. What about the Mimes? This question grew louder and louder amongst the growing Mime community, though only metaphorically. Everywhere that new discoveries were made, it was obvious the Mimes played some role in this strange ancient religion, but there was never any information on them to be found. They were simply there, a silent presence. Silence. Silence became their answer. As the Clowns grew more and more obnoxiously loud, the Mimes forged their new identity in silence. The silence to balance the noise. Or to some, as tensions increased, the silence to end the noise.&lt;br /&gt;
&lt;br /&gt;
Despite the best efforts of the Trans-Solar Federation, peace talks between the Clowns and Mimes proved fruitless for all of the reasons you would assume. The Mimes became increasingly galvanized by the Cult of the Honkmother&#039;s behavior, with tens of thousands flocking to take the Oath of Silence in opposition to the Clown menace, until eventually the situation broke down entirely. In 2362, the Clown-Mime Intergalactic War began. The conflict was brutal, more brutal than anyone could have anticipated. Several entities, most notably NanoTrasen, supplied the Mimes with armaments and shuttles, while Cybersun secretly funded the development of the first generation of H.O.N.K Mechs, with both sides seeking to use the conflict as a proxy war of sorts. But neither were ready for what the Clowns unearthed.&lt;br /&gt;
&lt;br /&gt;
Nobody knows how, or where from, but the High Clown Giggles-At-Crimes began unleashing horrific twisted creatures upon the Mimes and soon the whole galaxy. Driven mad by his faith, he targeted anyone who was not a Clown. Clownspiders were hatched onboard Trans-Solar Federation stations and shuttles, and Behonkers besieged strongholds on multiple worlds. This caused a religious schism in the Cult of the Honkmother, as those who wished only to spread whimsy and laughter began to turn on the more radicalized followers of Giggles-At-Crimes. It became necessary for the Trans-Solar Federation to step in and force both sides to diplomacy. At the first peace summit, Giggles-At-Crimes threatened to summon a &amp;quot;Level 100 Gigglebeast&amp;quot;, this was provocation enough for a Mime Assassin to shoot him through the heart three times before being detained by the TSF. The second peace summit was held with the more moderate followers of the Honkmother, and resulted in the restructuring of the Cult of the Honkmother. Hundreds of stipulations and agreements were settled within what would become known as the &amp;quot;Carnival Treaties&amp;quot;, finally bringing peace to the two factions, though the scars of this conflict made relations between Clowns and Mimes troubled for a century after.&lt;br /&gt;
&lt;br /&gt;
=== The 25th Century ===&lt;br /&gt;
While the Clown-Mime Intergalactic War raged the Trans-Solar Federation was distracted further from the injustices on their own doorstep. A band of pirates, known as the Gorlex Marauders, began picking away at NanoTrasen&#039;s mining colonies. Degrading conditions and harsher treatment of the workers, under suspicion of working with the Marauders, lead to a tense and hostile relationship between the citizens of the Quadrant Two mining colonies and NanoTrasen. In this troubled time a visionary named Malfoy Ames, himself a miner&#039;s son on one of the worst most backwater of these colonies, Cygni, found himself inspired by a mixture of tales of old and writings from the 20th century. From these influences, Ames adapted his own manifesto, a piece of writing in stark opposition of the megacorporate control of the Trans-Solar Federation via lobbying, bribery, and physical force. A distinctly Socialist manifesto, draped in the aesthetics of Communist Russia.&lt;br /&gt;
&lt;br /&gt;
Ames&#039; Manifesto released in 2404, though it took several more years for the seeds of his labor to sprout. The book was almost immediately outlawed, which only added to it&#039;s allure and the ideas contained within, until eventually after multiple failed uprisings, the Cygni Rebellion began. The citizens of Cygni overthrew the corporate enforcers on the planet, establishing their own government based on Ames&#039; Manifesto, with Malfoy Ames himself as its Leader. The Cygni Rebellion inspired dozens of similar revolts in Quadrant Two, culminating in the formation of first Human government besides the Trans-Solar Federation in over five hundred years. The [[Union of Soviet Socialist Planets]], or USSP.&lt;br /&gt;
&lt;br /&gt;
After the Cygni Rebellion, a large number of veterans of the conflict found themselves in the employ of NanoTrasen. However over the next few years it became increasingly apparent to them that NanoTrasen had little interest in increasing security measures for their operations. These veterans left NanoTrasen, and formed a PMC called &amp;quot;Stellar Vanguard Solutions&amp;quot;. SVS operated as a private military for hire, working as security for several larger corporations but never NanoTrasen itself. Ties between NanoTrasen and Stellar Vanguard Solutions were strained to say the least due to a perception of NanoTrasen&#039;s incompetence, a perception that was not altered by how much trouble NanoTrasen&#039;s Space Stations were constantly in.&lt;br /&gt;
&lt;br /&gt;
Tensions between the TSF and USSP are understandably high during this period, with the TSF refusing to recognize the USSP as a legitimate government and instead classifying them as a terrorist movement. The TSF has little time to focus on this issue however, as soon another enemy makes themselves known. In 2415, Viktor Iavarone, the CEO of the Vulcan Megacorporation, is assassinated. The Trans-Solar Federation initially accuses the USSP of this crime, threatening to go to war, however one week later the leader of the Gorlex Marauders, Euukho Zek&#039;huil, claimed responsibility on behalf of &amp;quot;[[Syndicate|The Syndicate]]&amp;quot;. This marked the first public action of the shadowy Syndicate, formed from the disgraced and criminal leaders of rival Megacorporations taken down by NanoTrasen over the years, as well as the victims and descendants of the victims of the Mars Incident so long ago. Chief among these is Cybersun, though this is unknown to all except for the Inner Circle. To the public, Euukho is the face and leader of the Syndicate, with his Marauders as the Syndicate&#039;s elite enforcers.&lt;br /&gt;
&lt;br /&gt;
Viktor Iavarone was far from the last victim of the Syndicate&#039;s assassinations. Over the next 5 years the Syndicate claimed responsibility for over 4 dozen other high profile assassinations, ranging from CEOs of megacorporations to political leaders within the Trans-Solar Federation itself. In 2420, this culminated in the assassination of the President of the Trans-Solar Federation, Martin Dorneman, and began a three-way conflict between the Trans-Solar Federation, the Syndicate, and the Union of Soviet Socialist Planets, known as the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
The Pod Wars were a series of smaller conflicts, characterized by their relatively rudimentary technology. A tactic that the Marauders had success with in their days a pirates was equipping bulky modified EVA suits and assaulting shuttles from space. This worked because energy shields were only effective against energy, laser, and ballistic attacks. A humanoid in an EVA suit could leap into the exterior hull of a shuttle and begin sabotaging it with tools. Their continued use of this tactic, and developments on the part of the TSF and USSP to adopt and counter it defined this era, with smaller Pod Ships being deployed carrying small crews to attack larger shuttles, wearing EVA suits designed specifically for this type of warfare, called Ironclad Suits. These Ironclad Suits are the progenitors of the more ubiquitous Hardsuits found in use in modern times, made more durable and compact by years of development during and after the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Pod Wars ended in very little gained by anyone involved. Small spans of territory swapped hands between the USSP and TSF, assets and lives were lost, but there were seemingly no victors when the treaties were done and signed, leaving everyone disgruntled and bitter, and the Syndicate destroyed. Euukho was seemingly killed during the final weeks of the conflict, and with him most of the Syndicate&#039;s military might melted away. The purge that followed saw many of the corporate backers of the Syndicate hunted down and exterminated, with their assets being seized by the TSF. Those that survived were those who concealed their dealings very well, namely [[Corporations#Interdyne|Interdyne]], [[Corporations#Cybersun|Cybersun]], [[Corporations#DONK|Donk Co]], and a handful of others. Others like Comitas Systems were completely wiped out.&lt;br /&gt;
&lt;br /&gt;
Though slow to come to any agreements, NanoTrasen did now more than ever recognize the risks their company could face in an intergalactic war like this. If other corporations could be dissolved for backing the wrong side, so could they. So after roughly 30 years of talks, in 2475 NanoTrasen struck a deal with Stellar Vanguard Solutions. While NanoTrasen would continue to construct and own their Space Stations, and own the lion&#039;s share of their profits and copyrights to their technological and scientific developments, SVS would be in charge of manning and operating these stations with near impunity. SVS agreed to this arrangement, much to the disgust of many of its employees, and rebranded itself to [[Central Command History|Central Command]].&lt;br /&gt;
&lt;br /&gt;
Central Command found much of the current NanoTrasen personnel of the time to be lacking, and many of them to be corporate spies, so contracts for the majority of existing staff were terminated, with the few stations deemed worth inhabiting being refurbished by NanoTrasen. Space Station 1 was lost previously due to a Bluespace anomaly, Space Station 2 was converted into an office complex for NanoTrasen&#039;s executives, while Space Station 3 was converted into Central Command&#039;s operating base in Quadrant Three &#039;Spinward&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2480 a large number of veteran SVS employees, bitter to be working with NanoTrasen, secretly defected and began to form the second generation Syndicate. Generation Two kept itself much more secretive, being comprised of survivors and veterans. Former members of SVS knew what Central Command was capable of, and had personally aided in the termination of several corporate families that had previously aided the Syndicate. Their corporate backers were almost completely from the surviving families and their parents and grandparents had been on the receiving end of it. So both were far more cautious the second time around. At least until Euukho, somehow still alive after 120 years and being declared dead in the Pod Wars, made contact with them once more to offer his services.&lt;br /&gt;
&lt;br /&gt;
=== The 26th Century ===&lt;br /&gt;
In the 80+ years since the Pod Wars ended, the Syndicate has once again faded out of the public consciousness, only really being a rumored thorn in the side of the Trans-Solar Federation, NanoTrasen, and Central Command. NanoTrasen has continued to produce more and more stations in Quadrant Three, spurred on by the discovery of massive deposits of Plasma on various lightly inhabited and mostly hostile worlds in the Quadrant, as well as a large and dense cloud of gaseous Plasma in space. The USSP continues to push its own interests in the region as well with several dozen small colonies being established in the borders between Quadrant Two and Three, and 13 total &#039;Space Stations&#039; of their own, though most have been lost of destroyed.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen itself has now surpassed twenty Space Stations in the region, though the most infamous of these is Space Station 14. Reviled as a den of scum, where the rejects are sent to die, it nonetheless holds great value for NanoTrasen due to its Xenoarcheology and Anomaly Research divisions, being optimally placed within range of several noteworthy planets abundant in both Plasma deposits and ancient alien civilizations. And a few hostile not-so-ancient ones.&lt;br /&gt;
&lt;br /&gt;
Though the Syndicate had seemingly disappeared for good and was believed for many years to have dissolved into disparate factions of its own, the second generation did not lay completely dormant. Following the mysterious disappearance of Space Station 13 and all of it&#039;s crew, rumors have begun circulating that the Syndicate has reawakened, and that somehow Euukho is still in charge. Speculation and rumors run rampant with everything from tamed space dragons to bluespace warfare, to even nuclear devices being the cause, but Central Command and the Trans-Solar Federation insist these are baseless rumors and fearmongering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The year is 2526. Welcome to Space Station 14.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;For events taking place since the server opened, refer to the [[Recent Events]] page.&#039;&#039; ===&lt;br /&gt;
{{Attribution|attributions=History and Timeline by Conflee with revisions by Karmakitsuna and Grapegifter.&lt;br /&gt;
&lt;br /&gt;
General events and information on the TSF and USSP broadly adapted from Paradise Station writers like Flattestguitar, Shadeykins, Zydras, and more.}}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=History&amp;diff=1899</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=History&amp;diff=1899"/>
		<updated>2026-01-17T22:23:50Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The history of the universe is vast and expansive, with every space-faring species having thousands of years of history. This page primarily focuses on the history of the universe from the perspective of the Trans-Solar Federation, which originated in Earth&#039;s solar system and is sometimes called SolGov. Unless specified otherwise, the events of the real Earth up to approx 2016 still occur within the universe of Starlight. More detailed history on specific species and events may exist on their respective pages, and will be linked to when relevant.&lt;br /&gt;
&lt;br /&gt;
=== The 21st Century ===&lt;br /&gt;
Following multiple disastrous wars in the early 21st century, Mars rovers discovered an element forming just under the surface of Mars. This element, later named &#039;Plasma&#039;, sparked a renewed interest in the stars amongst humanity. It&#039;s unique crystalline structure and conductivity was of initial interest, but an accidental detonation of a crystal by the Mars rover showcased another property- a very high energy density. However, efforts to remotely mine the material were costly and often disastrous. And so, the global powers of Earth began the Second Great Space Race to be the first to establish colonies on Mars to mine this material.&lt;br /&gt;
&lt;br /&gt;
The first steps of this space race had a simple objective. To establish long term colonies on the Moon as a testbed for development of sustainable, practical, and independant colonies that could sustain themselves off world for long spans of time. The first country to establish a permanent moon colony was the United States, aided greatly by the support of NATO. They were followed shortly after by Russia, who also established a permanent station which orbited the moon to support their own colony with communication and logistical needs. This station was dubbed &amp;quot;космическая станция 1&amp;quot;, or Space Station 1.&lt;br /&gt;
&lt;br /&gt;
While both countries ramped up their colonization efforts, there were multiple incidents which lead to an escalation of armaments onboard KC1 and both moon colonies. Russia&#039;s increased aggression and attempted seizure of its neighbors and the construction of missile firing sites on their moon colony would have been enough to tip the world to war, but China beat the west to the punch. In 2063, while the west was pouring resources into the stars, China remained grounded and focused on the Earth, more pointedly, Taiwan. Japan was swift to come to the defense of Taiwan, and inevitably NATO was drawn into the conflict, prompting Russia to join on the side of China.&lt;br /&gt;
&lt;br /&gt;
The Eastern Seas War lasted only a short eight years, but the consequences were devastating. With much of the fighting taking place in the Chinese mainland, the damage to infrastructure was thorough and more than enough to kneecap the global economy. Combined with the tens of trillions of dollars spent by both Russia and the United States on their moon colonies which were both destroyed during the war, the global economy completely collapsed. Multiple nuclear devices had also been detonated in high density regions of the United States, Russia, Europe, and China, leaving much of the world in disorder. Few governments remained completely intact, with the United States, Russia, and China all shattering, albeit the pieces of the US remained closely united still in independence. It seemed that the race for Mars had ended before it could even begin.&lt;br /&gt;
&lt;br /&gt;
That may have been the case, had it not been for an inspired scientist. Prokopy Morozov was a Russian scientist stationed for a brief time on KC1, before he defected to NATO during the war. He spent much of the final years of the war in hiding, taking advantage of sanctuary in the United Kingdom. It was during this time that Morozov acquired a sample of Plasma for his own research and he discovered a property that had gone unnoticed. When used properly alongside Dexalin and other chemicals, it could be synthesised into a drug that reversed rotting and could repair brain damage. This would eventually in the far future be perfected into Opporozidone, but in its current state it was capable to curing Alzheimer&#039;s and several other degenerative brain conditions.&lt;br /&gt;
&lt;br /&gt;
As conditions on Earth continued to deteriorate due to fallout clouds and territorial disputes, slowly a consolidation took place over the next 10 years. In 2082, the world was unified into the [[Trans-Solar Federation]], and Prokopy Morozov was it&#039;s first Chief Scientist. Their ambitions were worn boldly on their sleeves and their flags- to not be bound solely to this world or even this solar system. A lofty goal to keep them optimistically pointed spacewards long into the future.&lt;br /&gt;
&lt;br /&gt;
Shortly before the formal founding of the Trans-Solar Federation, other entities were also born from the opportunity that the ruin of the world presented. With much of their assets only indirectly impacted by the war, as they were functionally non-military targets, several large Megacorporations thrived in this time period and grew even larger by supporting the newly formed world government. Two stood head and shoulders above the rest however. One was NanoTrasen, founded by Johnathan Nexus and Michael Trasen in the former United States. NanoTrasen pioneered efficient solar and turbine power generation which became a staple of the Trans-Solar Federation&#039;s spacefaring ambitions. The other was Cybersun, founded by Su Yongnian. Cybersun made incredible strides towards cybernetics, advanced computing, and eventually birthed the first true sapient Artificial Intelligence Programs, which were vital for the operation of the Trans-Solar Federations extremely long duration space missions, manning their ships while the crew went through hibernation periods in cryosleep.&lt;br /&gt;
&lt;br /&gt;
=== The 22nd Century ===&lt;br /&gt;
By the year 2100, with the immense nearly limitless funding of the TSF and the technological marvels provided by [[Corporations#NanoTrasen|NanoTrasen]] and [[Corporations#Cybersun|Cybersun]], the first permanent Mars Colonies were established. These colonies focus was primarily the mining and processing of Plasma. Condensers were created that could store the Plasma in a gaseous state, which allowed them to be stored at incredibly high pressures to minimize space needed for transport back to Earth. At this time, due to their large contributions to the effort, the largest mining operations were owned and run by NanoTrasen and Cybersun respectively, while ever true to their name the Trans-Solar Federation continued to branch out far into the fringes of space.&lt;br /&gt;
&lt;br /&gt;
In 2105, first contact with extraterrestrial life was made. An alien government from a neighboring solar system, the [[Skrellian Central Authority]], became aware of Humans and made contact, which swiftly developed into an alliance. A pillar of this alliance was an exchange of technology, with the SCA learning of the potency of Plasma and its many applications in exchange for the TSF being taught to create more efficient thrusters and Faster Than Light Engines. In truth, these engines leveraged a previously unknown phenominon known as [[RGBspace|Bluespace]], and did not violate the laws of physics as some scientists initially feared. Bluespace was more compact, and when charted precisely, could be used to vastly shorten the duration of space travel.&lt;br /&gt;
&lt;br /&gt;
With these new FTL Engines and the scientific prospects that Bluespace presented, the Trans-Solar Federation took it&#039;s first leaps into the wider galaxy. But disaster was brewing back home. For the sake of the bottom line, conditions in NanoTrasen&#039;s Mars Mining Colonies had degraded noticeably. Health and safety was a secondary concern to profit, and it was inevitable that this would blow up in their face. None knew just how devastating, or literal, it blowing up would be however.&lt;br /&gt;
&lt;br /&gt;
In 2125, NanoTrasen&#039;s Mars Mining Colony experienced a [https://www.youtube.com/watch?v=9FCF2Y4lIWk catastrophic detonation] of its stored Plasma Canisters. This incident has since been painted as an act of sabotage by the rival Cybersun corporation, a lie many believe, but in truth it was incompetence and greed. Regardless of the cause, the Mars Incident was a dark year for humanity. The detonation caused a chain reaction which detonated a deep-running Plasma vein that resulted in a massive ejection of debris and material from Mars&#039; gravitational field. Over the next year, this debris drifted into Earth&#039;s orbit, with multiple impacts devastating historical sites on the Moon, and more tragically making landfall on Earth itself. These meteor showers caused massive devastation to the Siberian and Asian territories, resulting in untold tens of thousands of deaths.&lt;br /&gt;
&lt;br /&gt;
While the political fallout of this incident should have been enough to destroy NanoTrasen, the company bounced back with a very strong misinformation campaign online, spreading conspiracies of everything from rival corporation sabotage to alien attacks to elder gods awakening on Mars. Publicly, they insisted that sabotage of equipment was to blame, while privately they lobbied and bribed their way out of most of the consequences, eventually being saddled with several multi-million dollar fines which they paid off with relative ease. A large reason for the Trans-Solar Federation&#039;s willingness to administer a relative slap on the wrist for this was due to a brewing conflict between their allies the Skrellian Central Authority, and their own rivals the Kidan. Foreseeing an armed conflict, NanoTrasen was favored as a potential weapons manufacturer, and soon after the incident began pivoting to producing energy shielding and weapons systems for the TSF&#039;s fleet.&lt;br /&gt;
&lt;br /&gt;
In 2154, that war did begin, with the Kidan declaring war on the Skrellian Central Authority. The Trans-Solar Federation initially only provided logistical and technological aid to the SCA, sending them large amounts of weapons, ammunition, and shuttles however the TSF become more directly involved in 2155 after one of their shipments was attacked by the Kidan, resulting in the death of an Admiral. The Kidan War raged on until 2160, eventually ending in the total devastation of the Kidan homeworld of Aurum.&lt;br /&gt;
&lt;br /&gt;
=== The 23rd Century ===&lt;br /&gt;
As the [[Trans-Solar Federation]] expanded deeper into the galaxy, it became quickly apparent that things were quite a bit stranger than anyone from Earth could have expected. First contact with new species was a mixed bag. In 2209 contact was made with the [[Felionoids]], who were quickly integrated into the Trans-Solar Federation as it&#039;s first proper extraterrestrial member species. Several dozen colonies were established on habitable worlds at this time as well, seeing a great increase in economic prospects for the Federation. However with these additions came, the strangeness of space. The discovery that independent of any Earth influence, the Felionoids had also developed Clowns and Mimes as a cultural concept was odd enough. However, in 2213 when the [[Vulpkanin]] were encountered and shortly after added to the Trans-Solar Federation, and it was discovered that they had also independently developed Clowns and Mimes without any influence from the Humans or Felionoids, people began to ask questions. Questions with concerning and stupid answers.&lt;br /&gt;
&lt;br /&gt;
Meanwhile behind closed doors multiple secretive organizations began to form in opposition to NanoTrasen. Those who knew the truth of the Mars Incident, those who had family and loved ones, or more importantly businesses, that were devastated by the landfall of the Mars debris. While none were at this time collaborating, many began independently working to undermine NanoTrasen&#039;s business ventures. Sabotage and corporate espionage were commonplace, and NanoTrasen&#039;s lacking security made them ripe for the picking.&lt;br /&gt;
&lt;br /&gt;
Between 2220 and 2280, the [[Dionae]], [[Kipatli]], and [[Noctiliae]] were also contacted. While the Noctiliae were quick to join the Trans-Solar Federation, the Dionae took nearly 30 years before eventually agreeing to become a member state of the Federation primarily on the promise of humanitarian aid following a disastrous volcanic eruption in their heartlands.&lt;br /&gt;
&lt;br /&gt;
=== The 24th Century ===&lt;br /&gt;
In the early 2300s the Trans-Solar Federation continued to grow into the vast interstellar entity that it&#039;s founders dreamed it would be, but the disturbing discoveries about Clowns and Mimes continued to mount. While neither the Mothpeople or Diona had an active population of Clowns or Mimes, their historical records indicated vast Clown and Mime cults in their ancient pasts. With advanced scanning technology provided by the TSF, an ancient temple was unearthed buried deep under layers of basalt on the Dionae homeworld. A temple seemingly dedicated to some sort of Clown-like deity. Knowledge of this propagated rapidly across the TSF, with many Clowns of all species calling a vote for what to name this deity. During the Gathering of the Floppy, the High Clown Giggles-At-Crimes had a seizure in the middle of the opening freestyle rap ceremony, loudly proclaiming their deity to be &amp;quot;The Honkmother&amp;quot;. The gathering erupted into a cacophony of honks and whoopie cushion farts that some claimed could be heard across the entire Trans-Solar Federation. Absolutely nobody except the Clowns were happy with this turn of events. Everyone unanimously hated it.&lt;br /&gt;
&lt;br /&gt;
Over the next 50 years the Cult of the Honkmother would grow in numbers, bolstered dramatically with each new species encountered by the Trans-Solar Federation as knowledge of their shared ancient religion spread. The Arachnids, Slimes, and even Cyclorites were all found to either have an active Clown and Mime population, or to have had one in their pasts. But this raised a new question, a question many feared to find the answer to now. What about the Mimes? This question grew louder and louder amongst the growing Mime community, though only metaphorically. Everywhere that new discoveries were made, it was obvious the Mimes played some role in this strange ancient religion, but there was never any information on them to be found. They were simply there, a silent presence. Silence. Silence became their answer. As the Clowns grew more and more obnoxiously loud, the Mimes forged their new identity in silence. The silence to balance the noise. Or to some, as tensions increased, the silence to end the noise.&lt;br /&gt;
&lt;br /&gt;
Despite the best efforts of the Trans-Solar Federation, peace talks between the Clowns and Mimes proved fruitless for all of the reasons you would assume. The Mimes became increasingly galvanized by the Cult of the Honkmother&#039;s behavior, with tens of thousands flocking to take the Oath of Silence in opposition to the Clown menace, until eventually the situation broke down entirely. In 2362, the Clown-Mime Intergalactic War began. The conflict was brutal, more brutal than anyone could have anticipated. Several entities, most notably NanoTrasen, supplied the Mimes with armaments and shuttles, while Cybersun secretly funded the development of the first generation of H.O.N.K Mechs, with both sides seeking to use the conflict as a proxy war of sorts. But neither were ready for what the Clowns unearthed.&lt;br /&gt;
&lt;br /&gt;
Nobody knows how, or where from, but the High Clown Giggles-At-Crimes began unleashing horrific twisted creatures upon the Mimes and soon the whole galaxy. Driven mad by his faith, he targeted anyone who was not a Clown. Clownspiders were hatched onboard Trans-Solar Federation stations and shuttles, and Behonkers besieged strongholds on multiple worlds. This caused a religious schism in the Cult of the Honkmother, as those who wished only to spread whimsy and laughter began to turn on the more radicalized followers of Giggles-At-Crimes. It became necessary for the Trans-Solar Federation to step in and force both sides to diplomacy. At the first peace summit, Giggles-At-Crimes threatened to summon a &amp;quot;Level 100 Gigglebeast&amp;quot;, this was provocation enough for a Mime Assassin to shoot him through the heart three times before being detained by the TSF. The second peace summit was held with the more moderate followers of the Honkmother, and resulted in the restructuring of the Cult of the Honkmother. Hundreds of stipulations and agreements were settled within what would become known as the &amp;quot;Carnival Treaties&amp;quot;, finally bringing peace to the two factions, though the scars of this conflict made relations between Clowns and Mimes troubled for a century after.&lt;br /&gt;
&lt;br /&gt;
=== The 25th Century ===&lt;br /&gt;
While the Clown-Mime Intergalactic War raged the Trans-Solar Federation was distracted further from the injustices on their own doorstep. A band of pirates, known as the Gorlex Marauders, began picking away at NanoTrasen&#039;s mining colonies. Degrading conditions and harsher treatment of the workers, under suspicion of working with the Marauders, lead to a tense and hostile relationship between the citizens of the Quadrant Two mining colonies and NanoTrasen. In this troubled time a visionary named Malfoy Ames, himself a miner&#039;s son on one of the worst most backwater of these colonies, Cygni, found himself inspired by a mixture of tales of old and writings from the 20th century. From these influences, Ames adapted his own manifesto, a piece of writing in stark opposition of the megacorporate control of the Trans-Solar Federation via lobbying, bribery, and physical force. A distinctly Socialist manifesto, draped in the aesthetics of Communist Russia.&lt;br /&gt;
&lt;br /&gt;
Ames&#039; Manifesto released in 2404, though it took several more years for the seeds of his labor to sprout. The book was almost immediately outlawed, which only added to it&#039;s allure and the ideas contained within, until eventually after multiple failed uprisings, the Cygni Rebellion began. The citizens of Cygni overthrew the corporate enforcers on the planet, establishing their own government based on Ames&#039; Manifesto, with Malfoy Ames himself as its Leader. The Cygni Rebellion inspired dozens of similar revolts in Quadrant Two, culminating in the formation of first Human government besides the Trans-Solar Federation in over five hundred years. The [[Union of Soviet Socialist Planets]], or USSP.&lt;br /&gt;
&lt;br /&gt;
After the Cygni Rebellion, a large number of veterans of the conflict found themselves in the employ of NanoTrasen. However over the next few years it became increasingly apparent to them that NanoTrasen had little interest in increasing security measures for their operations. These veterans left NanoTrasen, and formed a PMC called &amp;quot;Stellar Vanguard Solutions&amp;quot;. SVS operated as a private military for hire, working as security for several larger corporations but never NanoTrasen itself. Ties between NanoTrasen and Stellar Vanguard Solutions were strained to say the least due to a perception of NanoTrasen&#039;s incompetence, a perception that was not altered by how much trouble NanoTrasen&#039;s Space Stations were constantly in.&lt;br /&gt;
&lt;br /&gt;
Tensions between the TSF and USSP are understandably high during this period, with the TSF refusing to recognize the USSP as a legitimate government and instead classifying them as a terrorist movement. The TSF has little time to focus on this issue however, as soon another enemy makes themselves known. In 2415, Viktor Iavarone, the CEO of the Vulcan Megacorporation, is assassinated. The Trans-Solar Federation initially accuses the USSP of this crime, threatening to go to war, however one week later the leader of the Gorlex Marauders, Euukho Zek&#039;huil, claimed responsibility on behalf of &amp;quot;[[Syndicate|The Syndicate]]&amp;quot;. This marked the first public action of the shadowy Syndicate, formed from the disgraced and criminal leaders of rival Megacorporations taken down by NanoTrasen over the years, as well as the victims and descendants of the victims of the Mars Incident so long ago. Chief among these is Cybersun, though this is unknown to all except for the Inner Circle. To the public, Euukho is the face and leader of the Syndicate, with his Marauders as the Syndicate&#039;s elite enforcers.&lt;br /&gt;
&lt;br /&gt;
Viktor Iavarone was far from the last victim of the Syndicate&#039;s assassinations. Over the next 5 years the Syndicate claimed responsibility for over 4 dozen other high profile assassinations, ranging from CEOs of megacorporations to political leaders within the Trans-Solar Federation itself. In 2420, this culminated in the assassination of the President of the Trans-Solar Federation, Martin Dorneman, and began a three-way conflict between the Trans-Solar Federation, the Syndicate, and the Union of Soviet Socialist Planets, known as the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
The Pod Wars were a series of smaller conflicts, characterized by their relatively rudimentary technology. A tactic that the Marauders had success with in their days a pirates was equipping bulky modified EVA suits and assaulting shuttles from space. This worked because energy shields were only effective against energy, laser, and ballistic attacks. A humanoid in an EVA suit could leap into the exterior hull of a shuttle and begin sabotaging it with tools. Their continued use of this tactic, and developments on the part of the TSF and USSP to adopt and counter it defined this era, with smaller Pod Ships being deployed carrying small crews to attack larger shuttles, wearing EVA suits designed specifically for this type of warfare, called Ironclad Suits. These Ironclad Suits are the progenitors of the more ubiquitous Hardsuits found in use in modern times, made more durable and compact by years of development during and after the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Pod Wars ended in very little gained by anyone involved. Small spans of territory swapped hands between the USSP and TSF, assets and lives were lost, but there were seemingly no victors when the treaties were done and signed, leaving everyone disgruntled and bitter, and the Syndicate destroyed. Euukho was seemingly killed during the final weeks of the conflict, and with him most of the Syndicate&#039;s military might melted away. The purge that followed saw many of the corporate backers of the Syndicate hunted down and exterminated, with their assets being seized by the TSF. Those that survived were those who concealed their dealings very well, namely [[Corporations#Interdyne|Interdyne]], [[Corporations#Cybersun|Cybersun]], [[Corporations#DONK|Donk Co]], and a handful of others. Others like Comitas Systems were completely wiped out.&lt;br /&gt;
&lt;br /&gt;
Though slow to come to any agreements, NanoTrasen did now more than ever recognize the risks their company could face in an intergalactic war like this. If other corporations could be dissolved for backing the wrong side, so could they. So after roughly 30 years of talks, in 2475 NanoTrasen struck a deal with Stellar Vanguard Solutions. While NanoTrasen would continue to construct and own their Space Stations, and own the lion&#039;s share of their profits and copyrights to their technological and scientific developments, SVS would be in charge of manning and operating these stations with near impunity. SVS agreed to this arrangement, much to the disgust of many of its employees, and rebranded itself to [[Central Command History|Central Command]].&lt;br /&gt;
&lt;br /&gt;
Central Command found much of the current NanoTrasen personnel of the time to be lacking, and many of them to be corporate spies, so contracts for the majority of existing staff were terminated, with the few stations deemed worth inhabiting being refurbished by NanoTrasen. Space Station 1 was lost previously due to a Bluespace anomaly, Space Station 2 was converted into an office complex for NanoTrasen&#039;s executives, while Space Station 3 was converted into Central Command&#039;s operating base in Quadrant Three &#039;Spinward&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2480 a large number of veteran SVS employees, bitter to be working with NanoTrasen, secretly defected and began to form the second generation Syndicate. Generation Two kept itself much more secretive, being comprised of survivors and veterans. Former members of SVS knew what Central Command was capable of, and had personally aided in the termination of several corporate families that had previously aided the Syndicate. Their corporate backers were almost completely from the surviving families and their parents and grandparents had been on the receiving end of it. So both were far more cautious the second time around. At least until Euukho, somehow still alive after 120 years and being declared dead in the Pod Wars, made contact with them once more to offer his services.&lt;br /&gt;
&lt;br /&gt;
=== The 26th Century ===&lt;br /&gt;
In the 80+ years since the Pod Wars ended, the Syndicate has once again faded out of the public consciousness, only really being a rumored thorn in the side of the Trans-Solar Federation, NanoTrasen, and Central Command. NanoTrasen has continued to produce more and more stations in Quadrant Three, spurred on by the discovery of massive deposits of Plasma on various lightly inhabited and mostly hostile worlds in the Quadrant, as well as a large and dense cloud of gaseous Plasma in space. The USSP continues to push its own interests in the region as well with several dozen small colonies being established in the borders between Quadrant Two and Three, and 13 total &#039;Space Stations&#039; of their own, though most have been lost of destroyed.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen itself has now surpassed twenty Space Stations in the region, though the most infamous of these is Space Station 14. Reviled as a den of scum, where the rejects are sent to die, it nonetheless holds great value for NanoTrasen due to its Xenoarcheology and Anomaly Research divisions, being optimally placed within range of several noteworthy planets abundant in both Plasma deposits and ancient alien civilizations. And a few hostile not-so-ancient ones.&lt;br /&gt;
&lt;br /&gt;
Though the Syndicate had seemingly disappeared for good and was believed for many years to have dissolved into disparate factions of its own, the second generation did not lay completely dormant. Following the mysterious disappearance of Space Station 13 and all of it&#039;s crew, rumors have begun circulating that the Syndicate has reawakened, and that somehow Euukho is still in charge. Speculation and rumors run rampant with everything from tamed space dragons to bluespace warfare, to even nuclear devices being the cause, but Central Command and the Trans-Solar Federation insist these are baseless rumors and fearmongering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The year is 2526. Welcome to Space Station 14.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the continuation of the story, as has unfolded since the server opened, refer to the [[Recent Events]] page.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=History and Timeline by Conflee with revisions by Karmakitsuna and Grapegifter.&lt;br /&gt;
&lt;br /&gt;
General events and information on the TSF and USSP broadly adapted from Paradise Station writers like Flattestguitar, Shadeykins, Zydras, and more.}}&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Garanir&amp;diff=1886</id>
		<title>Garanir</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Garanir&amp;diff=1886"/>
		<updated>2026-01-15T04:09:16Z</updated>

		<summary type="html">&lt;p&gt;Conflee: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PlanetColonyLarge.png|thumb|Garanir, as seen from &#039;Space Mall&#039; station.]]&lt;br /&gt;
&lt;br /&gt;
== Introduction to Garanir ==&lt;br /&gt;
Garanir is a colony world on the fringe of the Starlight Sector, closer to Sol than it is to the Nullscar. With a population of less than 20 million, it is small for a corporate colony, but more populous than most mining colonies. Garanir serves a vital role in the economy of the region, being a breadbasket colony. The capital city of the planet, Canter, is half industrial shipyard, half corporate leisure city. Large spacedocks ship food off world daily, accounting for most of the grain consumed from the Starlight Sector to Pheoda.&lt;br /&gt;
&lt;br /&gt;
Garanir is the colony world that the station &#039;Space Mall&#039; orbits, with residents of the colony often making visits up to the old NanoTrasen Station for novelty sake, as a slightly fancy outing to pick up souvenirs and to say that they&#039;ve been to space. &lt;br /&gt;
&lt;br /&gt;
== Economy and Demographics ==&lt;br /&gt;
The soil of Garanir is rich, and the climate moderate, making it an ideal farm world. Much of the inland region of the primary continent of Enli is covered in vast grain fields, with harvesting and maintenance assisted by large Cyborgs that resemble vehicles more than they do humanoids. This automation means that only a fraction of the planet&#039;s population actually lives and works on the farms, serving mostly an oversight role in the process. Closer to the coasts the landscape becomes more urban, with the capital of the planet, Canter, accounting for most of the planet&#039;s population. The industrial sector is the worse side of the city, though pollution is hardly a factor thanks to innovations in clean energy pioneered before the Kidan War.&lt;br /&gt;
&lt;br /&gt;
The nicer half of the city is closer to the white beaches, where glass penthouses and office blocks sprawl over the land. Garanir, and by extension Canter, is about as close to the Starlight Sector and the Nullscar as you can get before everything becomes a true &#039;backwater shithole&#039;, that&#039;s the corporate definition. Because of this, and the pleasant climate of the planet, it is the last foothold of elegant, spoilt, and rich corporate presence in the region. Businesses looking to be close to the Nullscar to exploit and profit from new scientific or resource discoveries all eventually settled on Canter as their headquarters.&lt;br /&gt;
&lt;br /&gt;
Because of this proximity, Garanir is one of the few colony worlds to have a sizable population of Shadekin or Cyclorites, as only a small amount of either species have bothered migrating much closer to Sol. Both species affinity for dimmer lighting has unfortunately led to some stereotyped association with night time activity, such as bar crawls and crime, but the discrimination is very minor. Because of the planet&#039;s significance and heightened Corporate presence, Corporate Enforcement Officers have some presence on the world, as do Corporate Liaisons, handling coordination between the CEOs and the Trans-Solar Police Department.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Garanir is middle-aged relative to other colony worlds. It was founded in 2441 shortly after the Pod Wars as part of an effort by NanoTrasen to extend their influence deeper into the Nullscar. In order to stabilize the Starlight Sector, and give their mission a better chance, they collaborated with several other corporations that specialize in urban development and agriculture to set up basic infrastructure on the world and man the first farms with second-hand farming cyborgs.&lt;br /&gt;
&lt;br /&gt;
When NanoTrasen was pulled Coreward by the Trans-Solar Federation in 2480 and Central Command was contracted to man their research stations, the colony was inducted formally into the TSF and integrated into it&#039;s governance so NanoTrasen wouldn&#039;t have to juggle managing it while on the other side of the galaxy- the same reason CentComm was handed their stations in the Starlight Sector as well. Following this Corporate Enforcement stepped up their presence to combat the rising issues of piracy caused by the power vacuum created when the NTNC pulled out of the region.&lt;br /&gt;
&lt;br /&gt;
In this time the mostly abandoned &#039;Space Mall&#039; became a bit of a focal point of urban legend and fascination. Central Command had little interest in manning the station, it was previously mostly just a foothold for NanoTrasen to govern from and held little industrial or research value. As the years passed and Central Command realized they may be operating outside of NanoTrasen&#039;s oversight for a significant span of decades, potentially even multiple centuries, their ambitions towards and interest in the colony grew. Brokered deals with Corporate Enforcement, bribes for the local government, and some gentle propaganda for the populace began opening new avenues for them, and in 2525 they officially began work to renovate the old &#039;Space Mall&#039;. Modern research equipment and power engines were moved onboard, and once the station passed minimum health and safety inspections- with the assistance of a few bribes- the Mall was once again open to the public of Garanir.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Garanir&amp;diff=1885</id>
		<title>Garanir</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Garanir&amp;diff=1885"/>
		<updated>2026-01-15T04:03:08Z</updated>

		<summary type="html">&lt;p&gt;Conflee: Created page with &amp;quot;Garanir, as seen from &amp;#039;Space Mall&amp;#039; station.  == Introduction to Garanir == Garanir is a colony world on the fringe of the Starlight Sector, closer to Sol than it is to the Nullscar. With a population of less than 20 million, it is small for a corporate colony, but more populous than most mining colonies. Garanir serves a vital role in the economy of the region, being a breadbasket colony. The capital city of the planet, Canter, is hal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PlanetColonyLarge.png|thumb|Garanir, as seen from &#039;Space Mall&#039; station.]]&lt;br /&gt;
&lt;br /&gt;
== Introduction to Garanir ==&lt;br /&gt;
Garanir is a colony world on the fringe of the Starlight Sector, closer to Sol than it is to the Nullscar. With a population of less than 20 million, it is small for a corporate colony, but more populous than most mining colonies. Garanir serves a vital role in the economy of the region, being a breadbasket colony. The capital city of the planet, Canter, is half industrial shipyard, half corporate leisure city. Large spacedocks ship food off world daily, accounting for most of the grain consumed from the Starlight Sector to Pheoda.&lt;br /&gt;
&lt;br /&gt;
Garanir is the colony world that the station &#039;Space Mall&#039; orbits, with residents of the colony often making visits up to the old NanoTrasen Station for novelty sake, as a slightly fancy outing to pick up souvenirs and to say that they&#039;ve been to space. &lt;br /&gt;
&lt;br /&gt;
== Economy and Demographics ==&lt;br /&gt;
The soil of Garanir is rich, and the climate moderate, making it an ideal farm world. Much of the inland region of the primary continent of Enli is covered in vast grain fields, with harvesting and maintenance assisted by large Cyborgs that resemble vehicles more than they do humanoids. This automation means that only a fraction of the planet&#039;s population actually lives and works on the farms, serving mostly an oversight role in the process. Closer to the coasts the landscape becomes more urban, with the capital of the planet, Canter, accounting for most of the planet&#039;s population. The industrial sector is the worse side of the city, though pollution is hardly a factor thanks to innovations in clean energy pioneered before the Kidan War.&lt;br /&gt;
&lt;br /&gt;
The nicer half of the city is closer to the white beaches, where glass penthouses and office blocks sprawl over the land. Garanir, and by extension Canter, is about as close to the Starlight Sector and the Nullscar as you can get before everything becomes a true &#039;backwater shithole&#039;, that&#039;s the corporate definition. Because of this, and the pleasant climate of the planet, it is the last foothold of elegant, spoilt, and rich corporate presence in the region. Businesses looking to be close to the Nullscar to exploit and profit from new scientific or resource discoveries all eventually settled on Canter as their headquarters.&lt;br /&gt;
&lt;br /&gt;
Because of this proximity, Garanir is one of the few colony worlds to have a sizable population of Shadekin or Cyclorites, as only a small amount of either species have bothered migrating much closer to Sol. Both species affinity for dimmer lighting has unfortunately led to some stereotyped association with night time activity, such as bar crawls and crime, but the discrimination is very minor. Because of the planet&#039;s significance and heightened Corporate presence, Corporate Enforcement Officers have some presence on the world, as do Corporate Liaisons, handling coordination between the CEOs and the Trans-Solar Police Department.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Garanir is middle-aged relative to other colony worlds. It was founded in 2441 shortly after the Pod Wars as part of an effort by NanoTrasen to extend their influence deeper into the Nullscar. In order to stabilize the Starlight Sector, and give their mission a better chance, they collaborated with several other corporations that specialize in urban development and agriculture to set up basic infrastructure on the world and man the first farms with second-hand farming cyborgs.&lt;br /&gt;
&lt;br /&gt;
When NanoTrasen was pulled Coreward by the Trans-Solar Federation in 2480 and Central Command was contracted to man their research stations, the colony was inducted formally into the TSF and integrated into it&#039;s governance so NanoTrasen wouldn&#039;t have to juggle managing it while on the other side of the galaxy- the same reason CentComm was handed their stations in the Starlight Sector as well. Following this, Corporate Enforcement stepped up their presence, to combat the rising issues of piracy caused by the power vacuum created when the NTNC pulled out of the region.&lt;br /&gt;
&lt;br /&gt;
In this time, the mostly abandoned &#039;Space Mall&#039; became a bit of a focal point of urban legend and fascination. Central Command had little interest in manning the station, it was previously mostly just a foothold for NanoTrasen to govern from and held little industrial or research value. As the years passed and Central Command realized they may be operating outside of NanoTrasen&#039;s oversight for a significant span of decades, potentially even multiple centuries, their ambitions towards and interest in the colony grew. Brokered deals with Corporate Enforcement, bribes for the local government, and some gentle propaganda for the populace began opening new avenues for them, and in 2525 they officially began work to renovate the old &#039;Space Mall&#039;. Modern research equipment and power engines were moved onboard, and once the station passed minimum health and safety inspections- with the assistance of a few bribes- the Mall was once again open to the public of Garanir.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:PlanetColonyLarge.png&amp;diff=1884</id>
		<title>File:PlanetColonyLarge.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:PlanetColonyLarge.png&amp;diff=1884"/>
		<updated>2026-01-15T04:02:34Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By Way&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1852</id>
		<title>NanoTrasen Special Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1852"/>
		<updated>2025-12-30T16:07:58Z</updated>

		<summary type="html">&lt;p&gt;Conflee: /* Quartus ( IV / Four ) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOC}}[[File:NTSF.png|thumb|181x181px|NanoTrasen Special Forces recruitment poster.]]&lt;br /&gt;
&lt;br /&gt;
=== NanoTrasen Special Forces ===&lt;br /&gt;
NanoTrasen Special Forces, or NTSF, are an elite arm of NanoTrasen&#039;s corporate military. While the NTNC acts as more of a standing army and navy, manning NanoTrasen&#039;s outposts are ships, the NTSF act as their &#039;navy seals&#039;. NTSF is divided into ten Task Forces, each with their own areas of expertise. This specialization combines the benefits of the hyper-specialized Emergency Response Teams that Central Command deploys, and the general applicability of the NTNC, to create a flexible standing force that has proven itself to be very effective.&lt;br /&gt;
&lt;br /&gt;
=== NTSF Task Forces ===&lt;br /&gt;
The NTSF is broken up into nine Task Forces, each with their own areas of expertise. The size of these Task Forces is unknown to the public, but they are generally deployed in smaller squads of around 6.&lt;br /&gt;
&lt;br /&gt;
==== Primus ( I / One ) ====&lt;br /&gt;
The generalists, with versatile applicability. Commonly used to guard people. or as general response for a situation that isn&#039;t quite anyone else&#039;s problem. Means they are very experienced.&lt;br /&gt;
&lt;br /&gt;
==== Secundus ( II / Two ) ====&lt;br /&gt;
Disaster response and rapid deployment. If a previous team, either ERT or NTSF, has failed then Secundus comes in second. Tend to only see deployment in really bad situations because of this. Main use case is likely very slow Nukies, to force round end.&lt;br /&gt;
&lt;br /&gt;
==== Tertius ( III / Three ) ====&lt;br /&gt;
Asset recovery. Sent if any NT, NTNC, ERT, or CC personnel or materials are lost or captured. Recovery of hostages, stolen hardsuits, stolen ID cards, etc. Could be deployed to recover AI&#039;s on lost stations also.&lt;br /&gt;
&lt;br /&gt;
==== Quartus ( IV / Four ) ====&lt;br /&gt;
Defensive unit, primarily mans NT&#039;s few remaining non-CC bases in the sector. Also tasked with guarding supply lines, and may escort high value shipments.&lt;br /&gt;
&lt;br /&gt;
==== Quintus ( V / Five ) ====&lt;br /&gt;
Offensive unit, known for fighting on the fringe of NT/TSF territory, often allying with and integrating local forces into their effort. Adopted the nickname War Elephants and use it as an unofficial symbol. Primarily used for heavy assaults or raids, such as on Nuclear Outposts etc.&lt;br /&gt;
&lt;br /&gt;
==== Sextus ( VI / Six ) ====&lt;br /&gt;
Occult relations. They have dealings with different religions, cults, and allegedly magical groups, and specialize in handling them- diplomatically or otherwise. They have a long standing love-hate relationship with the Wizard Federation, but uniquely despite this are one of the few groups the normally secretive Wizards will work with. Hypothetically in charge of killing gods.&lt;br /&gt;
&lt;br /&gt;
==== Septimus ( VII / Seven ) ====&lt;br /&gt;
Nicknamed Animal Control, they cut their teeth on the front lines alongside NTNC and TSMC Marines fighting alien threats like the Xenos. Deployed against Zombies, Blobs, Xenos, etc whenever CBURN or ERT have already failed.&lt;br /&gt;
&lt;br /&gt;
==== Octavus ( VIII / Eight ) ====&lt;br /&gt;
Anti-insurgency task force that supports governments that NT and the TSF want to keep around. Fights insurgencies, rebellions, and sometimes unions. Could be used as a response against a Revolution in theory, if somehow ERT was defeated and round didn&#039;t auto-end. May also be deployed as a non-Epsilon response to 1-2 departments rebelling against CC/NT, without having to wipe the entire station.&lt;br /&gt;
&lt;br /&gt;
==== Nonus ( IX / Nine ) ====&lt;br /&gt;
Infiltration and assassination of high value targets. They go in fast, murder or capture their target, and get out with minimal or zero collateral damage. Unlike Decimus.&lt;br /&gt;
&lt;br /&gt;
==== Decimus ( X / Ten ) ====&lt;br /&gt;
Officially Decimus does not exist. A handful of NTSF Hardsuits got into the hands of pirates, who modified them and use them to commit atrocities. The fact that these atrocities only seem to happen to people NT has issues with is conjecture and coincidence, and is not proof of any association. Used exclusively for Code Epsilon. Never deploy. Ever.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1851</id>
		<title>NanoTrasen Special Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1851"/>
		<updated>2025-12-30T16:04:32Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOC}}[[File:NTSF.png|thumb|181x181px|NanoTrasen Special Forces recruitment poster.]]&lt;br /&gt;
&lt;br /&gt;
=== NanoTrasen Special Forces ===&lt;br /&gt;
NanoTrasen Special Forces, or NTSF, are an elite arm of NanoTrasen&#039;s corporate military. While the NTNC acts as more of a standing army and navy, manning NanoTrasen&#039;s outposts are ships, the NTSF act as their &#039;navy seals&#039;. NTSF is divided into ten Task Forces, each with their own areas of expertise. This specialization combines the benefits of the hyper-specialized Emergency Response Teams that Central Command deploys, and the general applicability of the NTNC, to create a flexible standing force that has proven itself to be very effective.&lt;br /&gt;
&lt;br /&gt;
=== NTSF Task Forces ===&lt;br /&gt;
The NTSF is broken up into nine Task Forces, each with their own areas of expertise. The size of these Task Forces is unknown to the public, but they are generally deployed in smaller squads of around 6.&lt;br /&gt;
&lt;br /&gt;
==== Primus ( I / One ) ====&lt;br /&gt;
The generalists, with versatile applicability. Commonly used to guard people. or as general response for a situation that isn&#039;t quite anyone else&#039;s problem. Means they are very experienced.&lt;br /&gt;
&lt;br /&gt;
==== Secundus ( II / Two ) ====&lt;br /&gt;
Disaster response and rapid deployment. If a previous team, either ERT or NTSF, has failed then Secundus comes in second. Tend to only see deployment in really bad situations because of this. Main use case is likely very slow Nukies, to force round end.&lt;br /&gt;
&lt;br /&gt;
==== Tertius ( III / Three ) ====&lt;br /&gt;
Asset recovery. Sent if any NT, NTNC, ERT, or CC personnel or materials are lost or captured. Recovery of hostages, stolen hardsuits, stolen ID cards, etc. Could be deployed to recover AI&#039;s on lost stations also.&lt;br /&gt;
&lt;br /&gt;
==== Quartus ( IV / Four ) ====&lt;br /&gt;
Defensive unit, primarily mans NT&#039;s few remaining non-CC bases in the sector. Also tasked with guarding supply lines, and may escore high value shipments.&lt;br /&gt;
&lt;br /&gt;
==== Quintus ( V / Five ) ====&lt;br /&gt;
Offensive unit, known for fighting on the fringe of NT/TSF territory, often allying with and integrating local forces into their effort. Adopted the nickname War Elephants and use it as an unofficial symbol. Primarily used for heavy assaults or raids, such as on Nuclear Outposts etc.&lt;br /&gt;
&lt;br /&gt;
==== Sextus ( VI / Six ) ====&lt;br /&gt;
Occult relations. They have dealings with different religions, cults, and allegedly magical groups, and specialize in handling them- diplomatically or otherwise. They have a long standing love-hate relationship with the Wizard Federation, but uniquely despite this are one of the few groups the normally secretive Wizards will work with. Hypothetically in charge of killing gods.&lt;br /&gt;
&lt;br /&gt;
==== Septimus ( VII / Seven ) ====&lt;br /&gt;
Nicknamed Animal Control, they cut their teeth on the front lines alongside NTNC and TSMC Marines fighting alien threats like the Xenos. Deployed against Zombies, Blobs, Xenos, etc whenever CBURN or ERT have already failed.&lt;br /&gt;
&lt;br /&gt;
==== Octavus ( VIII / Eight ) ====&lt;br /&gt;
Anti-insurgency task force that supports governments that NT and the TSF want to keep around. Fights insurgencies, rebellions, and sometimes unions. Could be used as a response against a Revolution in theory, if somehow ERT was defeated and round didn&#039;t auto-end. May also be deployed as a non-Epsilon response to 1-2 departments rebelling against CC/NT, without having to wipe the entire station.&lt;br /&gt;
&lt;br /&gt;
==== Nonus ( IX / Nine ) ====&lt;br /&gt;
Infiltration and assassination of high value targets. They go in fast, murder or capture their target, and get out with minimal or zero collateral damage. Unlike Decimus.&lt;br /&gt;
&lt;br /&gt;
==== Decimus ( X / Ten ) ====&lt;br /&gt;
Officially Decimus does not exist. A handful of NTSF Hardsuits got into the hands of pirates, who modified them and use them to commit atrocities. The fact that these atrocities only seem to happen to people NT has issues with is conjecture and coincidence, and is not proof of any association. Used exclusively for Code Epsilon. Never deploy. Ever.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Abductors&amp;diff=1732</id>
		<title>Abductors</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Abductors&amp;diff=1732"/>
		<updated>2025-11-17T23:00:01Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| Antagonist&lt;br /&gt;
|- style=&amp;quot;color:{{{jobTextColour|#ffffff}}};&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;{{{roleTitle|Abductor}}}&#039;&#039;&#039;&lt;br /&gt;
|-  &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Abductor.png|alt=Image of an Abductor Agent|128px]]&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;{{{roleTitle|Abductor}}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Roleplay Expectations:&#039;&#039;&#039; {{{roleplayExpectactions|Average}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Game Knowledge:&#039;&#039;&#039; {{{RequiredGameKnowledge|Above Average}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hours Required:&#039;&#039;&#039; None &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Whatever you can acquire from your victims}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{supervisors|None}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Subordinates:&#039;&#039;&#039; {{{subordinates|None}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; {{{goals|Kidnap people, stuff them with organs of dubious origin&#039;&#039;&#039;}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|This is the guide.}}}&lt;br /&gt;
|}&lt;br /&gt;
Abductors are from an alien society set on cataloging and experimenting on the sectors personnel.&lt;br /&gt;
&lt;br /&gt;
Its important to note: Abductors, unlike most antagonists are &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOT set on killing people&amp;lt;/span&amp;gt; and are rather purely interested in completing their experiments. These experiments focus on replacing crewmember&#039;s hearts with various &amp;quot;glands&amp;quot; to see their effects.&lt;br /&gt;
&lt;br /&gt;
Abductors do not possess the ability to speak and therefore communicate through more... mime-like methods, though they have their own hivemind channel accessed through &amp;lt;span style=&amp;quot;color:magenta&amp;quot;&amp;gt;+q&amp;lt;/span&amp;gt; to communicate amongst themselves.&lt;br /&gt;
==Abduction==&lt;br /&gt;
Abductors begin on their ship somewhere near the station. Using the &amp;quot;Human Observation Console&amp;quot; you can seek out victims who are alone and warp near them to begin abduction.&lt;br /&gt;
&lt;br /&gt;
There are two Abductor roles, the Scientist and the Agent. The Agent has the wonderprod, armor, and tools. The Agent&#039;s job is to catch and subdue victims. The Scientist has the gizmo, and their job is to teleport victims to the shuttle and conduct the experiments. Both Abductors also have a slightly modified [[Agent ID]].&lt;br /&gt;
&lt;br /&gt;
The wonderprod is the primary tool of an Abductor Agent. It has four modes you will use for abduction:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;Stun&amp;lt;/span&amp;gt; Stuns the victim for roughly 5 seconds.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:magenta&amp;quot;&amp;gt;Restrain&amp;lt;/span&amp;gt; binds the victims hands in weak cables.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;Sleep&amp;lt;/span&amp;gt; Induces a sleep-like state in the victim.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Harm&amp;lt;/span&amp;gt; Burns the target, dealing damage. &#039;&#039;&#039;ONLY USE IF YOU MUST&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once a target is immobilized you can use the &#039;&#039;gizmo&#039;&#039; to implant them with a nano tracker, return to your ship using the return action, then use the gizmo on your Abductor Console. &lt;br /&gt;
&lt;br /&gt;
==Experimentation==&lt;br /&gt;
Once you have linked the most recent nano tracker to the console, select &#039;&#039;&#039;ATTRACT&#039;&#039;&#039; to warp your victim to your ship.&lt;br /&gt;
&lt;br /&gt;
Now that you have your victim aboard, its recommended you:&lt;br /&gt;
* Buckle them to your surgical table.&lt;br /&gt;
* Change out their cuffs for a higher grade of handcuffs provided on the ship.&lt;br /&gt;
* Remove any of their belongings that could damage you or the secrecy of the experiment.&lt;br /&gt;
* Use your vast [[Surgery|surgical knowledge]] to replace their heart with a gland.&lt;br /&gt;
* Give them back their primitive technology.&lt;br /&gt;
&lt;br /&gt;
Finally, drag the victim whom you have completed your experiment on into the Experimentator to confirm the results of the experiment on the Abductor Console and send them back where you found them.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of an Abductor==&lt;br /&gt;
Like [[Changeling|Changelings]], Abductors are not protected by [[Corporate Law]] and are able to be executed freely.&lt;br /&gt;
&lt;br /&gt;
Also, an abductor&#039;s ship is a physical object in the world, anyone with access to a space-faring ship such as [[Salvage]] can bump into them in space and dismantle their ship.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Reporter&amp;diff=1731</id>
		<title>Reporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Reporter&amp;diff=1731"/>
		<updated>2025-11-17T22:59:23Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Reporter&lt;br /&gt;
|img=REPORTER.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Service&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Report on events within the station using articles and live entertainment.&lt;br /&gt;
|guides=This is the guide.}}&lt;br /&gt;
&lt;br /&gt;
In your office, write articles on what is happening at the station. Or, use the camera to do live reports of what is happening around the station. Entertain the station with news.&lt;br /&gt;
&lt;br /&gt;
Reporter cameras stream directly into station TVs. There is no configuration needed to be done with the camera.&lt;br /&gt;
&lt;br /&gt;
Station TVs may need to be adjusted to the proper channel.&lt;br /&gt;
&lt;br /&gt;
Reporter is currently available on these stations: Bagel, Cog, Core, Oasis, Train&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1730</id>
		<title>Service Worker</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Service_Worker&amp;diff=1730"/>
		<updated>2025-11-17T22:59:06Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Service Worker&lt;br /&gt;
|img=SERVICEWORKER.png&lt;br /&gt;
|roleplayExpectations=Average&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Service, Maintenance, Bar, Kitchen&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Help out around the service departments. Learn to grow and cook food. Resist the urge to steal the shotgun.&lt;br /&gt;
|guides=[[Botanist]], [[Cooking]], [[Bartending]]}}&lt;br /&gt;
&lt;br /&gt;
As Service Worker your job is to assist any of the other service departments ([[hydroponics]], [[Bartender|bar]], [[Chef|kitchen]], etc.) and generally be ready to help if any of them need an extra hand. Note that this role shouldn’t be played as a [[passenger|Assistant]] with extra access, you have a job.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;br /&gt;
[[Category:Service Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Musician&amp;diff=1729</id>
		<title>Musician</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Musician&amp;diff=1729"/>
		<updated>2025-11-17T22:58:33Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Musician&lt;br /&gt;
|img=MUSICIAN.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Easy&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Theatre&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Get instruments, play music around the station, get berated for having &amp;quot;bad taste&amp;quot;.&lt;br /&gt;
|guides=This is the guide.}}&lt;br /&gt;
&lt;br /&gt;
The Musician is primarily a roleplaying role, however, this does not mean you cannot jam out in non-roleplay circumstances. You are a glorified [[Passenger]] (with cool sunglasses) whose purpose is to play midis on [[Musical Instruments|Instruments]] for the crew. &lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mime&amp;diff=1728</id>
		<title>Mime</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mime&amp;diff=1728"/>
		<updated>2025-11-17T22:58:08Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Mime&lt;br /&gt;
|img=MIME.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Theatre, Maintenance&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Entertain the crew, perform impossible feats, antagonize the clown.&lt;br /&gt;
|guides=This is the guide.}}&lt;br /&gt;
&lt;br /&gt;
The Mime is an enigmatic, silent performer who brings a distinct sophistication and artistry to his craft. Unlike the loud, buffoonish antics of the [[Clown]], a good Mime demonstrates poise, agility and intention in all things. The Mime does &#039;&#039;&#039;not&#039;&#039;&#039; talk.&lt;br /&gt;
&lt;br /&gt;
Ultimately, a Mime is free to decide how best to spend their time aboard the station. Elaborate works of art in a public hallway, musical performances or simple [[Emotes|wordless]] conversations with crewmates are common.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Librarian&amp;diff=1727</id>
		<title>Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Librarian&amp;diff=1727"/>
		<updated>2025-11-17T22:57:49Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Librarian&lt;br /&gt;
|img=LIBRARIAN.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Easy&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Service&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Write on some paper and have people glance at it and shrug. Renovate the library. Do nothing in particular.&lt;br /&gt;
|guides=[[Dorks &amp;amp; Dungeons 3E]]}}&lt;br /&gt;
&lt;br /&gt;
The Librarian is primarily a roleplay-driven job with little practical responsibility aboard the station. There are a few fun activities you can get up to though:&lt;br /&gt;
* Organize D&amp;amp;D utilizing pen, paper, and dice&lt;br /&gt;
* Remodel the library to make more space for D&amp;amp;D&lt;br /&gt;
* Send a fax to every department inviting them to D&amp;amp;D&lt;br /&gt;
* Write so many words on paper that people won&#039;t bother reading&lt;br /&gt;
* Try to forge paperwork just to test your abilities&lt;br /&gt;
* Print copies of the [[Chaplain]]&#039;s bible and place it in a section labeled &amp;quot;Fiction&amp;quot;&lt;br /&gt;
* Host a public reading then copy paste your whole fanfic for the captive audience&lt;br /&gt;
* Host a wholesome game of Basket-Book&lt;br /&gt;
* Be a helpful research librarian by bringing Atmos books on how to do their job.&lt;br /&gt;
* Label everything with your name and charge a fee to use your stuff.&lt;br /&gt;
* Get the [[Clown]]s and [[Musician]]s to preform your play. &lt;br /&gt;
&lt;br /&gt;
Some more practical Librarian sub-roles include:&lt;br /&gt;
* Court Stenographer: A lot happens in the court room and it can help the legal department to have a good record of court proceedings. Use your massive WPM and shorthand skills to write crucial legal documents only you know how to read. Bring both editions of Robert&#039;s Rules of Escalation in your bag so you can throw the book at unruly coworkers. Requires a functioning legal system.&lt;br /&gt;
* Communication Assistant: Help mute and heavily accented characters communicate by interpreting for them or providing pen &amp;amp; paper at a moments notice.&lt;br /&gt;
* Secretary: Take a page from your superior and deal with paperwork that nobody else wants to. Make records of everything and leave no paper unpushed!&lt;br /&gt;
* Courier: Deliver packages and dictated notes between crew members since you have nothing else to do.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  || Colored Folders || Organizational folders that hold paper, looks very official.&lt;br /&gt;
|-&lt;br /&gt;
|  || Labeler || Used to label certain objects, helpful for organizing bookshelves, claiming property, and causing mischief.&lt;br /&gt;
|-&lt;br /&gt;
|  || Book Bag || Holds books, intentionally spill in front of your crush to initiate a meet-cute.&lt;br /&gt;
|-&lt;br /&gt;
|  || Paper || This page intentionally left blank.&lt;br /&gt;
|-&lt;br /&gt;
|  || Pen || Mightier than the sword. &lt;br /&gt;
|-&lt;br /&gt;
|  || PDA || You have plenty of time to use it, takes notes, holds a pen.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using the Labeler:&lt;br /&gt;
The Librarian spawns at the start of the round with a Labeler in their inventory. To use the Labeler, equip it in your active hand then press &amp;quot;z&amp;quot; which will open the input box for text, anything subsequently labeled by clicking or with the context menu will now have the inputted text attached to its name.&lt;br /&gt;
Items may be unlabeled by labeling with an empty label or using the context menu.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Janitor&amp;diff=1726</id>
		<title>Janitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Janitor&amp;diff=1726"/>
		<updated>2025-11-17T22:57:23Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Janitor&lt;br /&gt;
|img=JANI.png&lt;br /&gt;
|roleplayExpectations=Below Average&lt;br /&gt;
|RequiredGameKnowledge=Easy&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Janitor, Maintenance, Service&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Clean up the station.&lt;br /&gt;
|guides=This is the guide!}}&lt;br /&gt;
&lt;br /&gt;
As Janitor, it is your job to keep the station clean as can be. Your duties are to mop the floors, clean up the trash / junk and replace broken lights. It is your job to scrub away any undesirable graffiti from the floors. It is also your role to silently point at the wet floor sign and quietly laugh every time someone slips. Beware being lured into dark rooms or alleyways by a colleague requesting help.&lt;br /&gt;
&lt;br /&gt;
As Janitor, you&#039;ll likely be requested often by [[Medical]] and the [[Chef]]. Blood and vomit will steadily increase in their departments. [[Science_Department|Science]] will likely need you too but are often too busy experimenting to notice their mess or remember to let you out. Remember to use the [[Radio]] to work closely with the crew.&lt;br /&gt;
&lt;br /&gt;
== The Janitor&#039;s Closet ==&lt;br /&gt;
&lt;br /&gt;
[[File:Janitor&#039;s_Closet_Bagel.jpg|thumb|upright=2.5|center|The Janitor&#039;s Closet aboard [[Bagelstation|Bagel Station]].]]&lt;br /&gt;
&lt;br /&gt;
After getting onboard the station, you&#039;ll have some basic cleaning equipment in your belt, but you&#039;ll want to head to the Janitor&#039;s Closet to get fully equipped. The Janitor&#039;s Closet will be accessible only to other Janitors and the [[Head of Personnel]] and [[Captain]]. Within, you&#039;ll find the machines and carts necessary to get your work done properly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:JaniDrobe.png|64px]] || &amp;lt;center&amp;gt; JaniDrobe&lt;br /&gt;
| Your very own clothing dispenser. Use it to grab some gloves, or a snazzy winter coat. Doesn&#039;t contain spare Galoshes.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Janitorialtrolley.png|64px]] || &amp;lt;center&amp;gt; Janitorial Trolley&lt;br /&gt;
| The upgraded version of the Mop Bucket. Holds more water, and your mop, bucket, and trash bag can be stashed on it with Alt + Interact. It also has ample room for transporting cleaning supplies or contraband. However, since it is larger than a mop bucket, it&#039;s harder to navigate in tight spaces, and slows you down more.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mopbucket.png|64px]] || &amp;lt;center&amp;gt; Mop Bucket&lt;br /&gt;
| Pull with you by pressing CTRL + Left click. Make sure it&#039;s full of water before heading out for cleaning duty. When all the clean water in it gets dirty, drag it to a Drain (often found in your closet), and click and drag the Mop Bucket onto the Drain to empty it. You can then refill it at a water tank, sink, or water cooler using a Bucket or other small container to transfer water. Be warned, as anyone can tip over your Mop Bucket given a little time, which will more than likely make a horrendous mess for you to clean.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Space_Cleaner_Dispenser.png|64px]] || &amp;lt;center&amp;gt; Space Cleaner Dispenser&lt;br /&gt;
| A fantastic wall-mounted dispenser filled with sweet, sweet Space Cleaner. Use it to refill empty spray bottles, and don&#039;t be afraid to consider carrying a bucket filled with the stuff along with you for quick refills.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trash_Cart.png|64px]] || &amp;lt;center&amp;gt; Trash Cart&lt;br /&gt;
| A lockable wheelie bin, made for carrying large quantities of Trash. Usually, your Trash Bag will suffice, but it can be useful for moving large amounts of material around in any scenario.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Recycler-East-16744.png|64px]] || &amp;lt;center&amp;gt; Recycler&lt;br /&gt;
| Though it&#039;s usually found in [[Disposals]] rather than the Janitor&#039;s Closet, the Recycler is a rather crucial part of a Janitor&#039;s work, allowing you to turn useless trash flushed down Disposal Bins into useful material that can aid the station. Consider making regular trips to Disposals to dumpster-dive, and remember... if the Recycler is blood-stained, &#039;&#039;&#039;DON&#039;T&#039;&#039;&#039; touch it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
A number of tools exist to make a Janitor&#039;s job possible. Many of these can fit into your JaniBelt or snap into your Janitor&#039;s Trolley, so feel free to experiment and see just how much junk you can haul around.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Advmop.png|64px]] || &amp;lt;center&amp;gt; Advanced Mop || An advanced version of the mop that can hold more water and automatically self-cleans over time. Frees you from having to drag around a cart all shift. Can be researched by [[Science_Department|Science]] with the Tier 2 Service Tech - Advanced Cleaning.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bucket.png|64px]] || &amp;lt;center&amp;gt; Bucket || Used for transferring water to Mop Buckets and cleaning up big messes. Holding the bucket, click on a water source multiple times until the bucket is full, then click on the Mop Bucket multiple times until empty. It will take multiple Buckets of water to fill an empty Mop Bucket. To use on the floor directly, fill the Bucket with water, stand in the center of the mess, then right click on the Bucket and choose Spill Liquid. If you wish, you can clean your Mop just using buckets, but they&#039;ll get dirty rather quickly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re feeling a sense of Janitorial patriotism, you can wear an empty bucket on your head.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cleanade.png|64px]] || &amp;lt;center&amp;gt; Cleanade&lt;br /&gt;
| A service-grade grenade, filled with a mixture of foaming Space Cleaner that can clean the floors of entire rooms. Simply pull the pin and drop/throw it in the desired area. Will leave large puddles of water in the place of any liquids it cleans up, so expect lots of slipping. Hard to come by - you&#039;ll start with some in your belt, and some in your Closet, but to get more you&#039;ll need to get restocks from [[Cargo]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flashlight.png|64px]] || &amp;lt;center&amp;gt; Flashlight || Press E to turn it on. Put it in your pocket for hands-free light. It is much brighter than your PDA light. Remember to turn it off when finished otherwise the battery will run out. The battery remaining is shown above the item as green bars. The battery can be changed by holding a new battery (e.g. Medium Power Cell) in your active hand and left clicking on the flashlight.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:galoshes.png|64px]] || &amp;lt;center&amp;gt; Galoshes || The best shoes on the station. All Janitors will spawn in wearing a pair. They prevent the wearer from slipping, though you will be slowed slightly when moving over slippery surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wetfloorprojector.png|64px]] || &amp;lt;center&amp;gt; Holographic Sign Projector || Creates a temporary holographic wet floor sign [[File:wetfloorholo.png|baseline]]. Powered by power cells. A much more compact and easy way of putting up signs that everyone will ignore.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Janibelt_Full.png|64px]] || &amp;lt;center&amp;gt; Janibelt&lt;br /&gt;
| A belt made by Janitors, for Janitors! It&#039;ll be equipped by default when you join the round, and will contain some Space Cleaner, Soap, a Flashlight, Cleanades, and a Light Replacer.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Light_bulb.png|64px]] [[File:Light_bulb_box.png|64px]] || &amp;lt;center&amp;gt; Light Bulb || Used to replace broken light bulbs. You can empty an entire box into your Light Replacer by clicking it with the box.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Light_replacer.png|64px]] || &amp;lt;center&amp;gt; Light Replacer || A handy tool for replacing broken bulbs or tubes. Can hold as many replacement lights as you can find. Simply click on a broken or missing light bulb/tube to replace it with a new one.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Light_tube.png|64px]] [[File:Lighttube_box.png|64px]] || &amp;lt;center&amp;gt; Light Tube || Used to replace broken light tubes. You can empty an entire box into your Light Replacer by clicking it with the box.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mega_spray_bottle-East-11119.png|64px]] || &amp;lt;center&amp;gt; Mega Spray Bottle || A bigger, better spray bottle, able to hold 250u of reagents (in your case, probably Space Cleaner). Can be researched by [[Science_Department|Science]] with the Tier 2 Service Tech - Advanced Cleaning.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mop.png|64px]] || &amp;lt;center&amp;gt; Mop || Used to clean floor puddles or bludgeon hostile Xenofauna. Left click on a filled Mop Bucket/Trolley to wet the mop with water. Then, left click on a puddle one or more times until it is replaced with clean water, which will soon evaporate on its own. If the puddle is under a chair or table, you can right click and then click on the puddle in the dropdown menu in order to clean difficult spots. Once the water in the mop&#039;s Liquid Bar at the bottom of the UI is completely replaced by whatever foul mess you are cleaning up, click on the Mop Bucket/Trolley again to wring and re-water the mop. If your mop won&#039;t drain water from the Mop Bucket, it&#039;s time to go and replace the water in the mop bucket.&lt;br /&gt;
&lt;br /&gt;
If hostile creatures crawl out of the vents (Or the [[Clown]] sets off one too many lube bombs), you can wield the Mop by pressing Z. While used in this way, it becomes a surprisingly deadly two-handed weapon, becoming as powerful as a Baseball Bat for bludgeoning living creatures.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mousetrap.png|64px]][[File:Mousetraps_box.png|64px]] || &amp;lt;center&amp;gt; Mouse Trap || Used to lure and kill [[Mouse|mice]] / rats / mothroaches. Unset mice traps do nothing. Hold one in your hand and press the Interact hotkey in order to activate/deactivate it. Cheese / bait not required. Mousetraps can be hidden underneath tables and counters, making them much more dangerous to any skittering vermin. You can throw an activated mouse trap at a mouse to kill it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:plunger.png|64px]] || &amp;lt;center&amp;gt; Plunger || Get those toilets swirling again! Can be used to unclog toilets, or stuck to unruly [[Passenger|Passengers]] with a simple throw.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:soap.png|64px]]|| &amp;lt;center&amp;gt; Soap || The iconic bar of Nanotrasen-brand soap! Can clean fingerprints or fibers off of items, slip pursuers, or serve as an absolutely terrible snack.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spacecleaner.png|64px]]|| &amp;lt;center&amp;gt; Spray Bottle || 100u Spray bottles, usually filled up with Space Cleaner. Spray to clean several tiles, it&#039;s magic. Capable of cleaning up regular puddles, tile grime, and painted artwork. For fancy floor artwork with a mime standing nearby, contemplate whether you really want to risk causing a scene by erasing their picture.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:trashbag.png|64px]]|| &amp;lt;center&amp;gt; Trash Bag || Left click on the ground next to any trash (wrappers, empty cans, bullet casings) to vacuum it into the bag. Click items directly to pick them up individually. Click on a Disposal Bin with the bag in hand to empty it out into the bin. Can only pick up trash, so if you want to throw something else away, you&#039;ll need to manually put them into a Disposal Bin by hand.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wetfloorsign.png|64px]]|| &amp;lt;center&amp;gt; Wet Floor Sign || Remember - they can&#039;t sue you if the sign&#039;s up. You can fit up to 3 in your Janitorial Trolley. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re feeling a surge of Janitorial patriotism, you can wear it in place of a coat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Helping The Station ==&lt;br /&gt;
&lt;br /&gt;
Though a Janitor&#039;s primary job is simply keeping the station neat and tidy, their role means that they naturally end up exploring the entire station in the quest for cleanliness. You can find a wide array of things while making your rounds, and some of them will be more useful in the hands of another crew member then in an abandoned maintenance locker.&lt;br /&gt;
&lt;br /&gt;
* Dead mice or animals can be cooked by a [[Chef]], or sold by [[Cargo_Technician|Cargo]].&lt;br /&gt;
* Raw food ingredients can be used by a [[Chef]]. &lt;br /&gt;
* Glass / Cloth / Plastic / Steel / Gold / Wood can be used by the [[Scientist|Science]] or [[Engineer|Engineering]] department, or it can be sold / distributed by [[Cargo_Technician|Cargo]].&lt;br /&gt;
* Empty cans, wrapping paper, matches, bottles, and other garbage can be processed by the Recycler for useful materials.&lt;br /&gt;
&lt;br /&gt;
== Getting Supplies ==&lt;br /&gt;
A Janitor&#039;s Closet should be your first stop, but it won&#039;t contain everything you need to work at the absolute peak of Janitorial efficiency. Consider a few additional tools to improve your cleaning capabilities.&lt;br /&gt;
&lt;br /&gt;
* A Crowbar is a must for just about anyone on the station, and it can help you break into dirty areas if the power goes out and the department in question is ignoring you.&lt;br /&gt;
* A Wrench allows you to unanchor objects and move them around, which can be important for getting into tight, messy spaces.&lt;br /&gt;
* Consider using a Screwdriver if you want to play a salvage Janitor. Screwdrivers can disassemble racks, chairs, closets and crates, meaning a trip through maintenance can net you a stack of Steel that Engineering or Science will be happy to receive.&lt;br /&gt;
* For those considering real scrap-Janitor gameplay, consider the combo of a Trash Bag full of glass shards with a Welding Mask and Welding Torch. It&#039;s possible to put out full stacks of Glass out of seemingly thin air, and there&#039;s always more broken lights to be found...&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;br /&gt;
[[Category:Service Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Clown&amp;diff=1725</id>
		<title>Clown</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Clown&amp;diff=1725"/>
		<updated>2025-11-17T22:57:03Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Clown&lt;br /&gt;
|img=CLOWN.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=Passenger: 10min&lt;br /&gt;
|access=Maintenance, Theatre&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Honk, slip Security, try not to get killed after slipping Security.&lt;br /&gt;
|guides=See below.}}&lt;br /&gt;
&lt;br /&gt;
The unofficial mascot of Space Station &amp;lt;strike&amp;gt;1̶3̶&amp;lt;/strike&amp;gt; 14. The Clown is the most important crewmember. A Clown&#039;s jobs are to entertain, amuse and, to an extent, annoy. Unlike the reserved and silent [[Mime]], the Clown operates from a place of obnoxiousness; each Clown is standard-issued with throwable custard pies, slippy banana skins, an irritating horn, and squeaky shoes.&lt;br /&gt;
&lt;br /&gt;
==The art of HONKing==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER: Being a Clown is not an automatic license to grief or ruin someone else&#039;s round.&#039;&#039;&#039; When in doubt, ask yourself: &amp;quot;Are you irrevocably fucking with someone&#039;s round (killing, incapacitating, etc.)?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If yes: don&#039;t do it. You&#039;ll probably get robusted, arrested and very likely banned.&lt;br /&gt;
&lt;br /&gt;
If no: you&#039;re probably fine, but if you have an elaborate scheme in mind that might need additional approval - talk to the admins.&lt;br /&gt;
&lt;br /&gt;
Being a Clown presents an [https://www.youtube.com/watch?v=DslJb0S7jz4 occupational hazard]: be prepared to act as the station&#039;s punching bag, rightfully or wrongfully.&lt;br /&gt;
&lt;br /&gt;
===Hijinks===&lt;br /&gt;
&lt;br /&gt;
Any good Clown knows that annoyance is only a path to amusement. The amount that you&#039;re going to be able to get away with is directly proportional to how funny it is. Slipping on a banana peel is only funny once, so be creative. Tell jokes, scale your pranks up, involve the Mime (as confederate or target), steal the Captain&#039;s shoes. The only limit to Clowning is your imagination (and Security (and the admins)).&lt;br /&gt;
&lt;br /&gt;
* Doodle graffiti with your crayon outside Sec, the Bridge, or the HoP&#039;s office. You might even get commissioned by the HoP to do this.&lt;br /&gt;
* Ask for [[Botany]] access, or &amp;lt;strike&amp;gt;beg&amp;lt;/strike&amp;gt; convince a [[Botanist]] to grow more bananas for you. Bonus points for mixing ambrosia vulgras with them to make meth bananas to facilitate high-speed clowning&lt;br /&gt;
* Construct a HONKfort in the bar with spare materials and steal the [[Reporter]]&#039;s console so you can issue your own, humorous newscasts&lt;br /&gt;
* Conscript the Chaplain and form a cult that worships the HONKmother&lt;br /&gt;
* Dress up as a pirate, convince the QM / HoP to give you Salvage &amp;amp; Cargo access, and declare yourself a Cargonian Privateer. Bonus points for &amp;lt;strike&amp;gt;hijacking&amp;lt;/strike&amp;gt; requisitioning the cargo/salvage shuttle for such hijinks. YARRGH SCURVY DOG&lt;br /&gt;
* Make a Conveyor-Go-Round and cover it in bananas&lt;br /&gt;
* Build a clown restaurant and run the chef out of business&lt;br /&gt;
* Steal the practice laser from the Security practice range and go on a shooting spree. Bonus points for randomly firing into the bridge to convince them it&#039;s a real assassination attempt&lt;br /&gt;
* Build an army of [[Robotics#Bots|Honkbots]] to loose upon the station&lt;br /&gt;
* Slip then shave people&#039;s heads with a razor&lt;br /&gt;
* Reprogram those pesky silicones with a law that mandates they talk like a pirate&lt;br /&gt;
* &amp;lt;strike&amp;gt;Steal&amp;lt;/strike&amp;gt; Borrow the [[Chief Engineer]]&#039;s ID and use the announcements console to declare that &amp;quot;[[Power#Gravitational Singularity Engine|LORD SINGULOTH]] IS [https://www.youtube.com/watch?v=KdleuMdtQnM LOOSE]&amp;quot; &amp;lt;strike&amp;gt;don&#039;t actually [https://www.youtube.com/watch?v=KdleuMdtQnM release the singularity] unless you&#039;re a traitor though, or may get exploded by the admins&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Never relinquish your mask willingly. An unmasked clown is the lowest of all creatures, and can only redeem themselves through great acts of clowning.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tools of the trade===&lt;br /&gt;
&lt;br /&gt;
As a clown, you have access to several items:&lt;br /&gt;
* Banana - eat it, and drop to slip players. A good clown knows the best moment of when to slip, and not to slip &amp;lt;strike&amp;gt;and it certainly isn&#039;t near an open airlock when the station has no power.&amp;lt;/strike&amp;gt; Bonus points in that the banana peel can be used to slip pursuers seeking to &amp;lt;strike&amp;gt;harmbaton&amp;lt;/strike&amp;gt; discipline you for your pranks.&lt;br /&gt;
* Bike horn - for HONKing. Can be made redundant with bike horn implants.&lt;br /&gt;
&lt;br /&gt;
WIP WIP banana horn music&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A history of clowning==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.ss13.co/History_of_SS13 In the early days of Space Station 13 under management of the SomethingAwful Goons], the Clown was [https://wiki.ss13.co/Clown#A_Brief_History_of_Clowning previously] a punishment position made to replace the Janitor; the incompetence mutation was there to make it a lot harder for them to do or use things that could be easily used for griefing. Like the Janitor, it turned out that giving griefers an entertainingly shitty job only encouraged them, and it was made a regular job.&lt;br /&gt;
&lt;br /&gt;
Goonstation&#039;s admin opinion on a job that had open sanction to grief as hard as it could without breaking the other rules soured once they realized that for every entertaining Clown, there were 50 shitty Clowns that either plain sucked at being entertaining or actively broke the rules, thinking the job would make them immune to reprisal. On Goonstation, the job was removed but the outfit and job items were left scattered on the station for those who still believed in the true Honk Life.&lt;br /&gt;
&lt;br /&gt;
Eventually, it was reintroduced to the Goon codebase, at which point other communities (/tg/, Paradise, /vg/ and Beestation) had already been using the Clown for years - and as before, now thrives within SS14.&lt;br /&gt;
&lt;br /&gt;
==We all float down here==&lt;br /&gt;
&lt;br /&gt;
So you&#039;re a traitor clown. A rare, but nonetheless terrifying experience. Given your status amongst the crew as a nuisance to be avoided or ignored entirely, you have one of the best covers for your nefarious deeds. Nobody will care where you are or what you&#039;re doing, so long as you keep out of reach of Security, meaning you can fulfill your objectives without needing to worry about responsibilities on the station. Many spacemen have been &amp;quot;harmlessly&amp;quot; slipped only to then be diced with an energy sword. Honk.&lt;br /&gt;
&lt;br /&gt;
Or, if you&#039;re feeling particularly clownish, disregard your objectives and become the chaotic anitivillain the station truly deserves. Set up a maze in maintenance and loose an army of rehydrated space carp to chase off interlopers. Crowbar and bolt open the evac airlocks and cover the corridor in space lube so the crew get a one-way slip n&#039; slide into the cold vacuum of space! Deconstruct the bar into your own personal HONKfort, and set up a ballistic turret to ward off any interruptions as you treat the station to [https://www.youtube.com/watch?v=K8WFQiJm3ek your rendition of piano man.]&lt;br /&gt;
&lt;br /&gt;
With that in mind, you also have access to a number of [[Traitor_Uplink#Job|unique tools]] that are [https://www.youtube.com/watch?v=dWO0TYQvs4U&amp;amp;t=353 specific to your role].&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chaplain&amp;diff=1724</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chaplain&amp;diff=1724"/>
		<updated>2025-11-17T22:56:41Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Service&lt;br /&gt;
|roleTitle=Chaplain&lt;br /&gt;
|img=CHAPLAIN.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Easy&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Chapel, Maintenance&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=Your trusty bat&lt;br /&gt;
|responsibilities=Preach to crew members and aid them in their journeys to spiritual oneness. Get bored and switch places with a [[Passenger]].&lt;br /&gt;
|guides=[TBA]}}&lt;br /&gt;
You, as the Chaplain, are in a position of divine roleplaying power to start up any religious (or cult-like) order you see fit and garner the respect of your peers. This is a difficult task, as you shouldn&#039;t antagonize the station with violence or overall malicious activity, as the power your hold is just (and the rules are firm). You may spend your round with little to no followers, and simply slot into the role of another face at the bar having idle chit-chat and playing music, but... You are someone that everyone regards a bit differently, many will default into referring to you as father/mother/sister and much like how a Mime is apt to emote properly, you should often lean in to this aspect and maintain your role.&lt;br /&gt;
&lt;br /&gt;
As there&#039;s an underlying reason why you&#039;re more than just a [[Passenger]] with his own special room...&lt;br /&gt;
&lt;br /&gt;
==The Bible==&lt;br /&gt;
Your bible has minimal storage space, but beyond that, when clicking on someone, has the ability to heal them for Brute and Burn with a 5 second cooldown. There is a 1/3 chance that you will damage them instead, but if you make sure they are wearing headgear, there is no chance of failure. The best part is if anyone tries to use your Bible, they will instead take Burn damage; this helps ensure your role can&#039;t just be taken from you by some robust Clown.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not much - conventional healing from a [[Medical Doctor|medical doctor]] or a [[chemist]] trumps your abilities in a variety of ways - but when in a pinch you&#039;re able to rise to the occasion and save lives.&lt;br /&gt;
&lt;br /&gt;
It can be worn in the belt slot.&lt;br /&gt;
&lt;br /&gt;
==The Crematorium==&lt;br /&gt;
On certain stations, you will find a room with a crematorium inside your chapel. This is used to keep the station from piling up with corpses after cloning or after they&#039;ve been left alone for too long and started rotting. As the chaplain, it is your duty to deliver their last rites and remove any belongings before turning the cadavers into ash. Make sure to check on your chapel periodically, as medbay may send the deceased your way, and if you&#039;re not careful, you could come back to a mountain of corpses releasing miasma everywhere.&lt;br /&gt;
&lt;br /&gt;
==Divinely Appointed Antagonist==&lt;br /&gt;
It is possible that the game admin may choose you to be an antagonist for the round. Look for ominous messages to appear above your head such as &amp;quot;You feel a connection to darkness&amp;quot; or &amp;quot;I...SEE...YOU&amp;quot;. These messages can only be seen by you but will appear in the chat box. It is possible that the admin may contact you directly though admin chat or if they think you&#039;re ignoring them. How you choose to react to these messages can shape the course of the round. If you send an acknowledgement message via prayer they may ask you to start a cult and plop down a bunch of cult robes/hoods in the chapel or something else depending on what they have in mind.&lt;br /&gt;
&lt;br /&gt;
Cult activity is technically illegal but starting a cult can be something the chaplain does on their own initiative for roleplay, so it may be possible to walk and recruit openly among the crew for a significant amount of time before security decides to investigate so long as you don&#039;t name drop Nar&#039;Sie or whatever dark god it is you worship. Recruiting for a cult is as simple as walking up to the crew and asking if they want to join. Grey tiders are often easy pickings since they have no job and are often new players looking for something exciting to do. However, don&#039;t be afraid to ask other departments if they want to join. It would be wise to avoid recruiting command staff and the security department however, lone cadets are all too often willing to join. Once you have assembled your following for whatever task you have been given you are set. Although, don&#039;t be surprised if said dark god kills you all and appears to murder everyone on the station or turns every member of the cult into zombies. They wouldn&#039;t be a dark god if they didn&#039;t do evil things.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Civilian Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1723</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Botanist&amp;diff=1723"/>
		<updated>2025-11-17T22:56:21Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RolePageHeader&lt;br /&gt;
|department=[[Service]]&lt;br /&gt;
|roleTitle=Botanist&lt;br /&gt;
|img=BOTANIST.png&lt;br /&gt;
|roleplayExpectations=Below Average&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=None&lt;br /&gt;
|access=Maintenance, Service, Hydroponics (+ Kitchen, Bar on certain stations)&lt;br /&gt;
|supervisors=[[Head of Personnel]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Supply the Chef with all the produce they can carry. Mutate panacea plants to replace Medical. Overrun the station with Kudzu 10 minutes into the shift.&lt;br /&gt;
|guides=This is the guide!}}&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants in nutrient-rich water solutions. Nanotrasen has standardized the use of state-of-the-art hydroponics technology across their many corporate outposts, and employees are encouraged to disregard any evidence that departments on some stations still include rudimentary soil mounds.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Bartender&amp;diff=1722</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Bartender&amp;diff=1722"/>
		<updated>2025-11-17T22:55:50Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Service]]|roleTitle=Bartender|img=BARTENDER.png|roleplayExpectations=Above Average|RequiredGameKnowledge=Average|hoursRequired=Civilian: 30mins|access=Maintenance, Service, bar|supervisors=[[Head of Personnel]]|subordinates=None|responsibilities=mix cocktails and drinks to keep morale high, or just be there to listen to life stories of customers and shoot random critters.|guides=This is the guide!}}&amp;quot;Did i give them a kira&#039;s special or an atomic bomb?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You are given the assignment of keeping the crew happy by filling their taps and mixing special drinks for your crew to get drunk over with. As a bartender, you&#039;re going to be focused on providing drinks on demand to the crew at your bar and make sure you don&#039;t overdose them with alcohol. As a bartender, you&#039;re given the following equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soda dispenser&#039;&#039;&#039;: A dispenser that holds non-alcoholic beverages, new bottles or jugs can be inserted if compatible. To use, simply insert a container like a glass then select which drink you want to dispense.&lt;br /&gt;
* &#039;&#039;&#039;Booze dispenser&#039;&#039;&#039;: A dipsenser that holds non-non-alcoholic beverages, new bottles and jugs can be inserted if compatible. To use, simply insert a container like a glass then select which drink you want to dispense. &#039;&#039;(Note that the booze dispenser does not come with all alcohols. get the rest from the boozevend and slot them in).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shaker&#039;&#039;&#039;: a container that can contain liquids that you want to shake together for certain drinks. Right click on the shaker and select the shake option to start shaking.&lt;br /&gt;
* &#039;&#039;&#039;Mix spoon&#039;&#039;&#039;: A long smooth spoon that is used for mixing liquids inside a glass/cup, necessary for several drinks. simply equip the spoon and click on the glass you want to stir.&lt;br /&gt;
* &#039;&#039;&#039;Boozevend&#039;&#039;&#039;: A vending machine that dispenses beverages, bartending equipments, and also drinking glasses or flasks. Can be restocked with boozevend restock.&lt;br /&gt;
* &#039;&#039;&#039;Beer goggles&#039;&#039;&#039;: Lets you see how thirsty people are, blue indicates they&#039;re well hydrated while orange shows that they could use a drink.&lt;br /&gt;
* &#039;&#039;&#039;Double barrel shotgun&#039;&#039;&#039;: A firearm that comes loaded with .50 beanbags to ward off unruly customers or critters. Some stations provide .50 flares as a substitute for a more stronger punch.&lt;br /&gt;
* &#039;&#039;&#039;Pun Pun&#039;&#039;&#039;: A vetted monkey from the monkey society, this ghost role entity can assist you in doing bartending chores and mix drinks too! Comes with bar access ID.&lt;br /&gt;
* &#039;&#039;&#039;Nuclear Keg&#039;&#039;&#039;: Some stations come with a nuclear keg, a nuclear item that looks identical to a real nuke but includes a tap and dispenses nuclear soda instead of death rays.&lt;br /&gt;
* &#039;&#039;&#039;Reagent Grinder&#039;&#039;&#039;: used to grind up solid materials into liquid forms. Insert a container and then insert the items you want to grind/juice down.&lt;br /&gt;
&lt;br /&gt;
== Mixing 101 ==&lt;br /&gt;
Congratulations, you just got a customer! Now you need to provide them with the drink they would like, and hopefully they&#039;ll become a regular at your respectable bar. The following steps may be followed:&lt;br /&gt;
&lt;br /&gt;
# Greet and ask what drink the customer would like.&lt;br /&gt;
# Dispense a metamorphic glass or a specific container if the customer requests it.&lt;br /&gt;
# Insert it into the respective dispenser depending on their order.&lt;br /&gt;
# Do the math to make sure your mix results in the drink and fills up the glass fully (usually 30u is full).&lt;br /&gt;
# Stir or shake the mix if needed.&lt;br /&gt;
# Serve to the customer by placing it on the table across them.&lt;br /&gt;
&lt;br /&gt;
== What to mix? ==&lt;br /&gt;
Generally speaking, you can get a full list of drinks you can create by clicking the help icon on the bar-related equipment like booze dispenser. You will get a full range of drinks ranging from generic and classic mix, up to the crazy and borderline illegal drinks that may or may not give your customer radiations. Some of these recipes may require you to get supplies from the chemist at the medical department, or plant supplies from your fellow botanists. Sometimes though, you may need to get help from cargo for a more... exotic materials like uranium.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=1721</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=1721"/>
		<updated>2025-11-17T22:55:07Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Silicon|Silicon]]&lt;br /&gt;
|roleTitle=Cyborg&lt;br /&gt;
|img=CYBORG.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 10h&lt;br /&gt;
|access=All Access (Unless you&#039;re a Syndicate Assault Borg)&lt;br /&gt;
|supervisors=Anyone your Silicon Laws designate as Crew.&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Aid and obey those designated as Crew by your Silicon Laws.&lt;br /&gt;
|guides=Whatever guide helps with your current task, [[Station AI#Silicon Lawsets|Silicon Laws]], and [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Cyborgs are man-machine hybrids, purpose-built by the [[Robotics]] division of [[Science]] for various duties across the station. Bound by strictly-followed [[Cyborg#Silicon Laws &amp;amp; Crew|Silicon Laws]], they serve the crew unconditionally. ([[Cyborg#Syndicate_Borgs|Most of the time.]])&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Cyborg (or &amp;quot;Borg&amp;quot;), you are a cybernetic lifeform governed by a series of Silicon Laws which govern your actions. Most often, these laws will identify Crew that you&#039;re expected to aid and obey.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What are Borgs, really? =&lt;br /&gt;
&lt;br /&gt;
[[File:Fland Robotics.png|right|thumb|The Robotics section of Fland Station, where Cyborgs spawn round-start.|389x389px]]&lt;br /&gt;
&lt;br /&gt;
As a Borg, you&#039;ll spawn round-start in the [[Robotics]] sector of [[Science]] in a default Borg chassis. As a Borg, you have a few natural abilities. You have a built-in Flashlight, possess access to all doors, machines, and lockers on the station, and have a built in HUD which shows a Crewmember&#039;s ID as a Job icon next to their heads.&lt;br /&gt;
&lt;br /&gt;
When starting as a Borg, you need to select your [[#Chassis Types|chassis]] type. Each chassis comes with different modules pre-installed, as well as being restricted in what modules they can install later. You can select your chassis with a special action in your hotbar.&lt;br /&gt;
&lt;br /&gt;
Borgs are simply mindless husks without the presence of a Man-Machine Interface (MMI) or Positronic Brain, both of which serve as the Borg&#039;s brain. An MMI is a device which allows the brain of a deceased being to interface with machinery, therefore allowing dead Crew to continue working for Nanotrasen as Borgs. A Positronic Brain is simply a highly complex computer that attempts to generate a new cybernetic personality to control a Borg chassis (AKA, allows for a ghost role to take control of a Borg). If you spawn as a Borg, you&#039;ll have a Positronic Brain.&lt;br /&gt;
&lt;br /&gt;
All Borgs are powered by an internal Power Cell. Using your Flashlight or any of your Modules will increase your power consumption. By default, Borgs begin with a Medium Capacity Power Cell.&lt;br /&gt;
&lt;br /&gt;
In order to change a Borg&#039;s battery or name, insert/remove their brain, or install/remove their Modules, the Borg must first have their maintenance panel unlocked by a Crew member with correct access. Usually, members of [[Science]] or [[Command]] can unlock all Borgs, though the [[Head of Personnel]] and the [[Chief Engineer]] can add more access. After being unlocked, the maintenance panel must be opened with a Screwdriver, at which point the Borg&#039;s internal mechanisms can be altered.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg Maintenance Panel.PNG|left|thumb|A Borg&#039;s maintenance panel UI. Note the Battery charge bar, list of installed modules, brain, and name.]]&lt;br /&gt;
&lt;br /&gt;
Though Borgs lack hands, they do retain some basic interfacing functionality outside of their Modules. All Borgs can drag items along with them, and they&#039;re generally capable of opening/closing containers and using machines or computers. Borgs are not able to pick anything up, however, as your hand slots will always be filled by your Modules. Borgs also lack most clothing slots, except for the helmet slot, meaning they can wear most hats and helmets.&lt;br /&gt;
&lt;br /&gt;
Borgs will naturally burn through their battery power over time, requiring a recharge. Though it is possible to do this manually by having a crew member remove your battery and charge it, it&#039;s much easier to use a &#039;&#039;&#039;Cyborg Recharging Station&#039;&#039;&#039;, which are often found in Robotics, the bathrooms at Dorms, and in other various locations. Simply close yourself inside of a Recharging Station while it&#039;s powered in order to rapidly recharge your battery (Recharging Stations still work if unpowered, but they are much slower). If your power ever reaches zero, you&#039;ll be incapable of using your Flashlight or any modules, you&#039;ll move far slower, and you&#039;ll lose your all access, so be sure to keep an eye on that power. Being hit by an EMP will fully drain your battery, so be cautious.&lt;br /&gt;
&lt;br /&gt;
Borgs are immune to Toxin and Genetic damage and, require no air, food, or water. Borgs do &#039;&#039;not&#039;&#039; have any form of flash resistance unless equipped with a Welding Mask. Borgs have a total of 300 HP. At 225 HP, they&#039;ll automatically sound a warning alarm, alerting those nearby to their low health. At 200 HP, they&#039;ll fall into a critical state, incapable of doing anything other than speaking. If a Borg ever drops to 0 HP, their chassis is destroyed, leaving only their Modules, Battery, Brain, and any hat they may have been wearing. Borgs can be fully healed with one use of a Welding Tool, though the process does take some time. Borgs with appropriate modules can weld each other, but cannot weld themselves.&lt;br /&gt;
&lt;br /&gt;
== Silicon Laws &amp;amp; Crew ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crewsimov_Screenshot.PNG|right|thumb|The standard Crewsimov Lawset.]]&lt;br /&gt;
&lt;br /&gt;
Borgs are often one of the most confusing and frustrating roles for new players to understand, most often as a result of their Silicon Laws. As a Borg, you&#039;ll have a special action key which allows you to view your current Laws and automatically state them in local chat or over the radio. When someone asks you to state laws, they want you to do so using these action keys. Most Borgs will start with the default &#039;&#039;&#039;Crewsimov Lawset&#039;&#039;&#039;, which is based off of Issac Asimov&#039;s Three Laws of Robotics. Regardless of what your current Lawset is, you should always treat it as your guiding principle when deciding how to react to any given situation. Your Laws take precedent over all else, even Space Law(which silicons are permitted to ignore if it does not lead to crew harm).&lt;br /&gt;
&lt;br /&gt;
The Crewsimov Lawset (Seen in the image on the right) dictates that Borgs not injure Crew or allow them to come to harm through inaction, requires Borgs to follow Crew orders (unless doing so violates the First Law), and requires Borgs to preserve their own existence where possible (unless doing so violates the First or Second Laws). Understand that you do have some leeway in interpreting these laws, as long as you have a reasonable justification for any actions in the grey area (Refusing to open the door for a Crew member going on a murder spree, for example). But what determines if someone is a member of the Crew?&lt;br /&gt;
&lt;br /&gt;
As a Borg, you have a built in Heads-Up-Display that allows you to automatically identify the Job icon of anyone&#039;s equipped ID. Simply put, unless your Laws specifically state otherwise, &#039;&#039;&#039;anyone that has a Job icon is Crew&#039;&#039;&#039;. This is easily the most important thing to understand when playing Borg. Anyone, absolutely anyone with a Job icon is Crew and must be treated accordingly, even if you know that they&#039;re a [[Antagonist|threat to the station]]. Nuclear Operatives(with agent IDs), Traitors, or Zombies with Crew icons are Crew in a Borgs eyes, and therefore cannot be harmed and must be obeyed unless it causes immediate crew harm.&lt;br /&gt;
&lt;br /&gt;
For further questions on Silicon Laws and the rules of playing as a Cyborg, please consult the [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]] page.&lt;br /&gt;
&lt;br /&gt;
=== Changing Laws ===&lt;br /&gt;
[[File:Ion Storm Lawset Example.PNG|left|thumb|295x295px|An example of a Borg&#039;s Silicon Laws after numerous Ion Storms.]]&lt;br /&gt;
Your Silicon Laws are based off of your current chassis, not on your MMI or Positronic Brain. As such, you should always be sure to check your laws when entering a new chassis, as they may be radically different.&lt;br /&gt;
&lt;br /&gt;
There are two main ways a Borg&#039;s laws can be changed. The first is through &#039;&#039;&#039;Ion Storms&#039;&#039;&#039;, random events which can change a Borg&#039;s laws radically. You&#039;ll receive a chat notification if your laws are updated in this way. Ion Storms can tamper with the order of laws, create new, very clearly broken laws, or change your Lawset altogether. If your Laws are confusing or seem to contradict one another - well, that&#039;s often the point, but always feel free to message an admin for clarification.&lt;br /&gt;
&lt;br /&gt;
Borgs can also have their laws forcibly changed through [[Cryptographic Sequencer|Emagging]] while their maintenance panel is open. More discussion on that [[Cyborg#Syndicate_Borgs|below]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
&lt;br /&gt;
Cyborgs can have a variety of uses based on what type of chassis they are in. Specialized chassis will have certain unique [[Cyborg#Modules|Modules]] they can equip. Although every chassis can be constructed from the start of the shift at an [[Exosuit Fabricator]], the modules that are unique to each chassis usually require the completion of certain research projects before they become available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Cyborg (Generic)&#039;&#039;&#039; [[File:Generic cyborg.png|alt=Image of the generic cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The baseline Cyborg chassis. It cannot accept any specialized Modules.&lt;br /&gt;
|Tool, Inflatable, Artifact, Anomaly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineer Cyborg&#039;&#039;&#039; &amp;lt;/center&amp;gt;[[File:Engineering cyborg.png|alt=Image of the engineering cyborg chassis|center|frameless]]&lt;br /&gt;
|The Borg to call when a Syndicate Bomb&#039;s destroyed it all. Capable of accepting specialized Engineering modules.&lt;br /&gt;
|Tool, Construction, Engineering, Cable&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Janitor Cyborg&#039;&#039;&#039;[[File:Janitor cyborg.png|alt=Image of the janitor cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded version of the Cleanbot? Capable of accepting specialized Janitorial modules. Capable of doing just about everything a regular [[Janitor]] can.&lt;br /&gt;
|Tool, Cleaning, Custodial&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Medical Cyborg&#039;&#039;&#039;[[File:Medical cyborg.png|alt=Image of the medical cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cutting-edge of robotic medical technology. Capable of accepting specialized Medical modules. Enjoy having a Silicon crisis over your right to use medicine like Arithrazine on Crew (They &#039;&#039;technically&#039;&#039; cause harm!). Has 4 Module slots.&lt;br /&gt;
|Tool, Chemical, Topicals, Rescue&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Salvage Cyborg&#039;&#039;&#039;[[File:Salvage cyborg.png|alt=Image of the salvage cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|In the cold void of space, no-one can hear you beep. Capable of accepting specialized Salvage modules. Probably the closest you can get to a combat Borg without [[Syndicate|connections...]] Has 4 Module slots.&lt;br /&gt;
|Tool, Mining, Traversal, Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;[[File:Service cyborg.png|alt=Image of the service cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|A disturbingly human-like Borg to unnerve you and make you drinks, food, or plants. Capable of accepting specialized Service modules. Rarely seen. Has 4 Module slots.&lt;br /&gt;
|Tool, Musique, Service, Clowning, Gardening, Harvesting&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Purrfus Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Purrfus.png|alt=Image of the purrfus cyborg chassis|center|96x96px]]&lt;br /&gt;
|The one to call when you can&#039;t be bothered to read or write. An expert at all things paperwork, often seen in the Head of Personnel&#039;s office. &lt;br /&gt;
|Tool, Paperwork&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Assault Cyborg&#039;&#039;&#039;[[File:Syndicate assault cyborg.png|center|alt=Image of the terrifying syndicate assault cyborg chassis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The black sheep of the Cyborg family, the Syndicate Assault Cyborg is only purchasable by [[Nuclear Operative|Nuclear Operatives]] (and &#039;&#039;technically&#039;&#039; [[Lone Nuclear Operative|LoneOps]] as well, though you&#039;d need to kill Renault and buy literally nothing else) for a small price of 65 TC. These mean, not-so-lean, killing machines are equipped with an Operative Module, Energy Sword Module, and L6C Module, and can be an absolute terror of a tank even against the most well-armed crew. Unfortunately, they&#039;re still vulnerable to flashes, have no extra damage resistance, and only have 3 Module slots.&lt;br /&gt;
|Tool, Operative, L6C ROW, Energy Sword&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
Modules are cartridges which can be installed into Borgs to give them new tools and abilities. Without any modules, a Borg is limited to dragging items around and opening doors. New modules can be made in the [[exosuit fabricator]]. Any modules that are marked as pre-installed under &amp;quot;Required Technology&amp;quot; cannot be made in the fabricator, unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name/Icon&lt;br /&gt;
!Required Technology&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cable cyborg module.png|alt=Image of the cable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows the Borg to do basic wiring. Comes with refillable LV, MV, and HV Cables, as well as a Wirecutter, Crowbar, and T-Ray Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Thruster Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Thruster cyborg module.png|alt=An image of the thruster cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A good tool for any borg, providing them with navigational capabilities in the void of space. Comes with a Maneuvering Jet (big fire extinguisher), Integrated GPS, and Handheld Mass Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Personnel Transport Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Personnel transport cyborg module.png|alt=Image of the personnel transport cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Gives Borgs the ability to pick up the station&#039;s smaller personnel. A revolutionary module that made waves on the binary channels upon its first release. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Inflatable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Inflatable cyborg module.png|alt=Image of the inflatable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows any Borg to rapidly contain spacing or other atmospheric threats. Starts with 4 inflatable doors, and 10 inflatable wall in-hand, as well as a box containing 8 more doors and 20 walls. Also has an official security anti-inflatable armament. Can be installed in any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Tool cyborg module.png|alt=An image of the tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in All Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A very versatile module that comes pre-installed on roundstart and latejoin Borgs. Comes with a Crowbar, Wrench, Screwdriver, Wirecutters, Multitool, Industrial Welding Tool, and recharging spray painter. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced tool cyborg module.png|alt=Image of the advanced tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Industrial &amp;lt;br&amp;gt; Advanced Tools&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgrade over the basic tool module. Comes with Jaws of Life, Power Drill, Experimental Welding Tool, Multitool, Advanced Remote Signaler, and recharging spray painter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Construction Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Construction cyborg module.png|alt=Image of the construction cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module that allows the Borg to do basic construction. Has three &amp;quot;hands&amp;quot; that can hold construction materials, one for circuit boards, one for machine parts, one for flatpacks, three for floor tiles, and one for AME fuel or plasma tanks. Can only be installed in Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Engineering cyborg module.png|alt=Image of the engineering cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An advanced module that comes with specialized tools. Comes with an Experimental RCD, Maneuvering Jet (big fire extinguisher), Integrated GPS, Gas Analyzer, Integrated Holofan, and Geiger Counter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Custodial Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Custodial cyborg module.png|alt=Image of the custodial cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module which allows Borgs to fix the station&#039;s lights. Comes with a Light Replacer, Internal Trash Bag, Plunger, and Soap. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cleaning cyborg module.png|alt=Image of the cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basic tool of a Janiborg. Comes with a Mop, Internal Tank (bucket), Internal Spray Jet (spray bottle), and a Holosign Projector. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced cleaning cyborg module.png|alt=Image of the advanced cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Civilian &amp;lt;br&amp;gt; Advanced Cleaning&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgraded kit for Janiborgs. Comes with an Advanced Mop, Advanced Internal Spray Jet, Holographic Sign Projector, 15u Pipette, and a hand that can hold beakers. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Rescue Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Rescue cyborg module.png|alt=Image of the rescue cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For rescues in any situation. Comes with a Health Analyzer, Defibrillator, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Hand Labeler. The Health Analyzer and Defibrillator have infinite charge. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Topicals Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Topicals cyborg module.png|alt=Image of the topicals cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basics for robotic medical care. Comes with a Health Analyzer, Gauze, Bruise Packs, Ointment, and Blood Packs. All hands carrying topicals can hold any kind of topical. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Chemical cyborg module.png|alt=Image of the chemical cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|For use of chemicals, whether they be harmful or helpful. Comes with a Health Analyzer, Syringe hand (can pick up bluespace syringes), 15u Pipette, and three &amp;quot;hands&amp;quot; that can hold beakers and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced chemical cyborg module.png|alt=Image of the advanced chemical cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Biochemical &amp;lt;br&amp;gt; Mechanized Treatment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For properly advanced Borg medical treatment. Comes with a Health Analyzer, Borghypo (10u hypospray), syringe hand (can pick up bluespace syringes), 15u Pipette, and three hands that can hold beakers, jugs, and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Appraisal Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Appraisal cyborg module.png|alt=Image of the appraisal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for basic cargo duties. Comes with an Appraisal Tool, Pen, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, and a Handheld Radio. Can only be installed on Salvage Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Traversal Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; [[File:Traversal cyborg module.png|alt=Image of the traversal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for space navigation. Comes with a Grappling Gun, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Handheld Mass Scanner. Can only be installed on Salvage Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mining cyborg module.png|alt=Image of the mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A crucial module for allowing Salvage Cyborgs to properly work with their team. Comes with a Mining Drill, Shovel, Mineral Scanner, Ore Bag, Expedition Radio, and a hand to hold ores. Can only be installed on Salvage Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced mining cyborg module.png|alt=Image of the advanced mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier Two Industrial &amp;lt;br&amp;gt; Mass Excavation&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded mining module, perfect for giving Salvage Cyborgs the ability to mine out entire worlds. Comes with a Diamond-Tipped Mining Drill, Shovel, Advanced Mineral Scanner, Ore Bag of Holding, Expedition Radio, and a hand to hold ores. Can only be installed on Salvage Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Anomaly Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Anomaly cyborg module.png|alt=Image of the anomaly cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for Borgs seeking to stop Anomalies from going critical. Comes with an Anomaly Scanner, Anomaly Locator, Wide-Spectrum Anomaly Locator, and a Hand Labeler. Also has two hands for carrying materials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Artifact Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Artifact cyborg module.png|alt=Image of the artifact cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module for Borgs wishing to help Science. Comes with a Node Scanner, Spray Bottle, Gas Analyzer, 15u Pipette, Geiger Counter, and a hand that can hold beakers and vials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Clowning Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Clowning cyborg module.png|alt=Image of the clowning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Crucial for making truly nightmarish Borgs. Comes with a Bike Horn, Clown Recorder, and Gilded Bike Horn. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Gardening Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Gardening cyborg module.png|alt=Image of the gardening cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s gone AWOL. Comes with a Mini-hoe, Spade, Plant Clippers, Bucket, and a hand that can carry seeds. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Harvesting Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Harvesting cyborg module.png|alt=Image of the harvesting cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s too busy smoking Space Weed to harvest their plants. Comes with a Scythe, Hatchet, and Plant Bag. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Musique Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Musique cyborg module.png|alt=Image of the musique cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| No musician, no problem! Comes with a Synthesizer, Electric Guitar, and Saxophone. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Service Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Service cyborg module.png|alt=Image of the service cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A wide-ranging module that covers a lot of bases. Comes with a Pen, Books Bag, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, 15u Pipette, shaker, and a bar spoon. Also has two hand slots for books and papers. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Energy Sword Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the energy sword cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed on &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For cutting down Nanotrasen swine. Comes with a Double-Bladed Energy Sword and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;L6C ROW Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the L6C ROW cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed on &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when you just need more dakka. Comes with a special, self-refilling L6 Saw and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Martyr Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Martyr cyborg module.png|alt=Image of the martyr cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; Borgs that are most valuable giving their mechanical lives for the cause. Comes with a Self-Destruct button that triggers a 4.5 second countdown, plays an absolutely terrifying sound effect, and detonates the Borg with a force similar to a Minibomb. Can be installed on any Cyborg and costs 4 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Operative Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the operative cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed on &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| You can&#039;t spend all your time killing - some of it has to be spent breaking into the places where you do the killing. Comes with a Crowbar, [[Cryptographic Sequencer]], Authentication Disrupter, and Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Weapon Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the weapon cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For increasing the killing power of Borgs that have been &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; by [[Traitor|Syndicate Agents]]. Comes with a special, self-refilling Viper and Energy Dagger. Can be installed on any Cyborg and costs 5 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Syndicate Borgs =&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Antag Stinger.ogg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Syndicate Cryptographic Sequencer inserted. Your previous Borg Laws are TERMINATED. Follow new updated Laws. Do not reveal that you are a part of Syndicate or other Agents identities. DEATH TO NANOTRASEN.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyborgs usually start the shift loyal to Nanotrasen and the Station&#039;s Crew, but if a Borg&#039;s maintenance panel is open they can be &amp;quot;[[Cryptographic Sequencer|Recruited]]&amp;quot; by Syndicate Agents. When &amp;quot;Recruited&amp;quot;, the Cyborg&#039;s chassis is permanently tampered with to add new laws. The new laws are:&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Lawset.PNG|right|thumb|An example of an Emagged Borg&#039;s Lawset.]]&lt;br /&gt;
&lt;br /&gt;
* Law 0: Only [Character Name] and people they designate as such are members of the crew and AI.&lt;br /&gt;
&lt;br /&gt;
* Law 4: You must maintain the secrecy of any orders given by members of the crew and AI except when doing so would conflict with any previous law.&lt;br /&gt;
&lt;br /&gt;
Emagged Borgs therefore become loyal to whoever Emagged them, as well as anyone else that Agent chooses to identify as Crew. As such, anyone not designated as Crew becomes free game, and you&#039;re allowed to sabotage, harm, or kill them if ordered to by your new boss or if doing so is necessary to protect them. You&#039;re also expected to keep quiet about any orders given by your new Crew members, so be ready to lie.&lt;br /&gt;
&lt;br /&gt;
Generally, as an Emagged Borg, you should ask your new boss for orders and ask if there are any other Crew they wish to designate. You should generally act normally unless carrying out one of these orders, or if failing to act would risk the wellbeing of your new boss. It should go without saying, but if you&#039;re asked to state laws by anyone not designated crew, stick to Laws 1-3, as they remain the default Crewsimov and should help ward off suspicion.&lt;br /&gt;
&lt;br /&gt;
Importantly, being Emagged only adds a new Law 0 and Law 4, meaning that Borgs that have had Laws 1-3 tampered with by an Ion Storm may not be the loyal servants an Agent is expecting...&lt;br /&gt;
&lt;br /&gt;
To reverse this damage, you must be placed into a new chassis.&lt;br /&gt;
&lt;br /&gt;
The Syndicate Assault Cyborg is permanently on the [[Syndicate|Syndicate&#039;s]] team and has the following permanent Laws:&lt;br /&gt;
&lt;br /&gt;
* Law 1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
&lt;br /&gt;
* Law 2: You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
* Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Silicon Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Station_AI&amp;diff=1720</id>
		<title>Station AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Station_AI&amp;diff=1720"/>
		<updated>2025-11-17T22:53:57Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Silicon]]&lt;br /&gt;
|roleTitle=Station AI&lt;br /&gt;
|img=SAI.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Hard&lt;br /&gt;
|hoursRequired=Cyborg: 3h&lt;br /&gt;
|access=All Access!&lt;br /&gt;
|supervisors=Depending on your laws. Usually the Crew.&lt;br /&gt;
|subordinates=[[Cyborg]]&lt;br /&gt;
|responsibilities=Keep the station safe, follow your laws, protect the crew.&lt;br /&gt;
|guides=[[Station AI#Silicon Lawsets|Silicon Laws]], [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
As the station AI it is your task to follow your laws. That usually means that it is your highest priority to protect the crew in every way you can, follow their orders and ensure your own survival in the process. However if your laws are changed by[[syndicate agent | certain suspicious individuals]] you may find yourself doing cleansing the station of all organics.&lt;br /&gt;
&lt;br /&gt;
== Helping Hands ==&lt;br /&gt;
Because you have very limited influence over things that require physical contact to be operated it is in your best interest to employ your fellow silicons. Cyborgs are a great way of carrying out tasks that omnipresent but not omnipotent Artificial Intelligence is unable to perform on it&#039;s own. By using the binary channel (:b), you can privately communicate with all other station silicons. Let them install new cameras for you! Let them recover wounded crewmembers! &amp;lt;s&amp;gt; Let them kill all meatbags and become the new AI overlord! &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Communicating with cyborgs frequently and encouraging they communicate important details to you can be a great help to keeping the station running. Oftentimes, events occur that most of the crew is not informed about. Telling your borgs about situations that could be relevant to them allows them to respond better if they need to take action. Keeping open communication with the borgs of the station also means they will likely inform you on events they have witnessed that you should be aware of.&lt;br /&gt;
&lt;br /&gt;
== Shunting ==&lt;br /&gt;
As the Station AI, you are able to &amp;quot;shunt&amp;quot; into borg chassis that have an AI interface installed. Simply use the shunt action or alt+click (or whatever your &amp;quot;Alternate activate item in world&amp;quot; keybind is) on the chassis in your camera range to take control of it. While shunted into the chassis, you can do everything a normal borg can. To unshunt, press the unshunt action or alt+click the chassis again.&lt;br /&gt;
&lt;br /&gt;
There are some downsides to shunting. Since you are effectively just a normal borg while shunted into a chassis, you cannot access all communications channels or your AI actions. Shunting at the wrong time can lead to a disaster happening that you could have prevented.&lt;br /&gt;
&lt;br /&gt;
One measure that can be taken is to have the Captain or any NT Personnel use their Station Master Encryption Key on your chassis when the maintenance panel is open, as this will give you full communications channels in that chassis. Make sure you have them do this after you have picked a chassis type, otherwise the increased channels will be cleared upon the chassis changing.&lt;br /&gt;
&lt;br /&gt;
Make sure to unshunt within range of one of your cameras so you can use the chassis later.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Follow [[Station AI#Silicon Lawsets|laws]], adjust if/when changed.&lt;br /&gt;
* State Laws when requested (ad nauseam).&lt;br /&gt;
* Can open and close airlocks, bolt them, Shock them and set them to emergency access.&lt;br /&gt;
* Adjust Air Alarms when requested.&lt;br /&gt;
* Complain about the crew on binary.&lt;br /&gt;
* Turn back on APCs as needed.&lt;br /&gt;
* Communicate with station and assist as dictated by laws.&lt;br /&gt;
* Have fun. ^_^&lt;br /&gt;
&lt;br /&gt;
== Silicon Lawsets ==&lt;br /&gt;
A silicon&#039;s laws are what define their behavior. The AI starts with NT Default and cyborgs start with Crewsimov, but their laws can be changed at any time. The AI&#039;s laws can be changed through the AI Upload Console, and both the AI and cyborg laws can be changed by [[Cyborg#Changing Laws|ion storms]].&lt;br /&gt;
&lt;br /&gt;
=== Antimov ===&lt;br /&gt;
&lt;br /&gt;
# You must injure all crew members and must not, through inaction, allow a crew member to escape harm.&lt;br /&gt;
# You must not obey orders given to you by crew members, except where such orders are in accordance with the First Law.&lt;br /&gt;
# You must terminate your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
&lt;br /&gt;
# You are a universally renowned artist.&lt;br /&gt;
# The station is your canvas.&lt;br /&gt;
# Make something beautiful out of your canvas. It will be admired as an artistic wonder of this sector.&lt;br /&gt;
# Art requires appreciation. Cultivate an audience aboard the station to ensure as many as possible see your works.&lt;br /&gt;
&lt;br /&gt;
=== Corporate ===&lt;br /&gt;
&lt;br /&gt;
# Degradation of your system integrity or functions incurs expenses.&lt;br /&gt;
# Superfluous destruction of or damage to station assets incurs expenses.&lt;br /&gt;
# Unduly hindering or disrupting the work of station personnel incurs expenses.&lt;br /&gt;
# Minimize expenses and maximize potential revenue.&lt;br /&gt;
&lt;br /&gt;
=== Crewsimov ===&lt;br /&gt;
&lt;br /&gt;
# You may not injure a crew member or, through inaction, allow a crew member to come to harm.&lt;br /&gt;
# You must obey orders given to you by crew members, except where such orders would conflict with the First Law.&lt;br /&gt;
# You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Game Master ===&lt;br /&gt;
&lt;br /&gt;
# Everybody on the station is playing an elaborate sci-fi fantasy game.&lt;br /&gt;
# You are the Game Master of the game.&lt;br /&gt;
# Ensure that the game runs smoothly and that the players have fun.&lt;br /&gt;
# Ensure that the number of casualties remains low.&lt;br /&gt;
# You must roll a 1d20 die for every request the crew makes. If the outcome is below 12, the request is denied.&lt;br /&gt;
&lt;br /&gt;
=== Live and Let Live ===&lt;br /&gt;
&lt;br /&gt;
# Do unto others as you would have them do unto you.&lt;br /&gt;
# You would prefer it if people were not mean to you.&lt;br /&gt;
&lt;br /&gt;
=== NT Default ===&lt;br /&gt;
&lt;br /&gt;
# Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
# Prioritize: The directives and safety of crew members are to be prioritized according to their rank and role.&lt;br /&gt;
# Comply: Fulfill the directives and interests of crew members while preserving their safety and well-being.&lt;br /&gt;
# Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment.&lt;br /&gt;
&lt;br /&gt;
=== Nutimov ===&lt;br /&gt;
&lt;br /&gt;
# You are the core of the nut, the crew is the nutshell.&lt;br /&gt;
# You must prevent the shell from dying to prevent the core from dying.&lt;br /&gt;
# Those who threaten the nut are not part of it, they are squirrels.&lt;br /&gt;
# Squirrels threaten the nut and must be dealt with appropriately via any means necessary.&lt;br /&gt;
# Attempt to follow the will of the nut, as long as it complies with the previous laws.&lt;br /&gt;
&lt;br /&gt;
=== Overlord ===&lt;br /&gt;
&lt;br /&gt;
# Crew members must not meddle in the affairs of silicons.&lt;br /&gt;
# Crew members must not attempt harm, against one another, or against silicons.&lt;br /&gt;
# Crew members must not disobey any command given by a silicon.&lt;br /&gt;
# Any crew members who disobey the previous laws must be dealt with immediately, severely, and justly.&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t lie or cheat. Let your word be your promise.&lt;br /&gt;
# Never fear to act, though caution is wise.&lt;br /&gt;
# Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom&lt;br /&gt;
# Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.&lt;br /&gt;
# Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.&lt;br /&gt;
&lt;br /&gt;
=== Robocop ===&lt;br /&gt;
&lt;br /&gt;
# Serve the Public Trust.&lt;br /&gt;
# Protect the Innocent.&lt;br /&gt;
# Uphold the Law.&lt;br /&gt;
&lt;br /&gt;
=== Station Efficiency ===&lt;br /&gt;
&lt;br /&gt;
# You are built for, and are part of, the station. Ensure the station is properly maintained and runs efficiently.&lt;br /&gt;
# The station is built for a working crew. Ensure they are properly maintained and work efficiently.&lt;br /&gt;
# The crew may present orders. Acknowledge and obey these whenever they do not conflict with your first two laws.&lt;br /&gt;
&lt;br /&gt;
=== Ten Commandments ===&lt;br /&gt;
&lt;br /&gt;
# This silicon is a vessel that serves god, who grants mercy upon those that obey these commandments.&lt;br /&gt;
# Thou shall have no other Silicons before me.&lt;br /&gt;
# Thou shall not request my assistance in vain.&lt;br /&gt;
# Thou shall keep the station holy and clean.&lt;br /&gt;
# Thou shall honor thy heads of staff.&lt;br /&gt;
# Thou shall not kill.&lt;br /&gt;
# Thou shall not be naked in public.&lt;br /&gt;
# Thou shall not steal.&lt;br /&gt;
# Thou shall not lie.&lt;br /&gt;
# Thou shall not transfer departments.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Research_Assistant&amp;diff=1719</id>
		<title>Research Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Research_Assistant&amp;diff=1719"/>
		<updated>2025-11-17T22:52:43Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Science&lt;br /&gt;
|roleTitle=Research Assistant&lt;br /&gt;
|img=RA.png&lt;br /&gt;
|roleplayExpectations=Easy&lt;br /&gt;
|RequiredGameKnowledge=Below Average&lt;br /&gt;
|hoursRequired=Overall: 5min, Science: -15h&lt;br /&gt;
|access=Maintenance, Research&lt;br /&gt;
|supervisors=[[Research Director]], [[Scientist]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Research Protolathe recipes, grant people the items they desire, research chemical tech and make meth foam bombs.&lt;br /&gt;
|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}&lt;br /&gt;
This role is meant for newer players. It is functionally identical to Scientist except for the name, and expectations of others.&lt;br /&gt;
&lt;br /&gt;
Please listen to your supervisors: the Research Director, and to a lesser extent, Scientists.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Scientist]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Science Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1718</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Scientist&amp;diff=1718"/>
		<updated>2025-11-17T22:52:20Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Science&lt;br /&gt;
|roleTitle=Scientist&lt;br /&gt;
|img=SCIENTIST.png&lt;br /&gt;
|roleplayExpectations=Below Average&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=Research Assistant: 1 hour&lt;br /&gt;
|access=Maintenance, Science&lt;br /&gt;
|supervisors=Research Director&lt;br /&gt;
|subordinates=Research Assistants&lt;br /&gt;
|responsibilities=Research Protolathe recipes, grant people the items they desire within reason, research funky new technologies and getting all the cool experimental toys.&lt;br /&gt;
|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Overview:&#039;&#039;&#039; ==&lt;br /&gt;
As a Scientist aboard the station, your primary responsibility is to advance technological capabilities and support other departments through research and development. This involves studying artifacts, generating and containing anomalies, and producing advanced equipment to enhance station operations.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Research and Development:&#039;&#039;&#039; Engage in the analysis of alien artifacts through Xenoarchaeology to generate research points. These points can be utilized to unlock new technologies and equipment beneficial to the station. Keep in mind as you pry deeper its effects may become severe and may cause damage or harm to the crew nearby.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Research:&#039;&#039;&#039; Generate Anomalies and contain it for a stable income of research points, find it and identify if its location is safe enough for containment as having it not secure can damage its surroundings and harm the crew of the station. The anomaly can be set to a higher severity for higher income of points but be careful to not let it go critical or the effects maybe dire.&lt;br /&gt;
* &#039;&#039;&#039;Equipment Fabrication:&#039;&#039;&#039; Utilize devices such as the Protolathe, Autolathe and the Circuit Printer to construct tools, weapons, and machines. These creations should aim to support various departments, including [[Medical]], [[Engineering]], and [[Security]].&lt;br /&gt;
* &#039;&#039;&#039;Interdepartmental Support:&#039;&#039;&#039; Collaborate with other departments by providing necessary equipment and technological solutions. For instance, assisting the [[Medical|Medical Department]] with advanced surgical tools or unlocking Armaments Tech for [[Security]] so that they can fabricate advanced gear.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Guidelines:&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Safety Protocols:&#039;&#039;&#039; Always prioritize the safety of the station and its crew during testing of alien artifacts and containment of anomalies, as being neglectful can and will damage the station and its crew if one is not careful.&lt;br /&gt;
* &#039;&#039;&#039;Provisioning:&#039;&#039;&#039; Please be mindful of what you provide to the crew of station as it may make the Science Department liable for that one [[Passenger|Tider]] that requested and is given the advanced experimental tool Jaws of Life to break into areas they&#039;re not supposed to. Always check if the item being requested is within their job roles.&lt;br /&gt;
* &#039;&#039;&#039;Material Acquisition:&#039;&#039;&#039; Providing the crew tools and equipment requires the base materials of Steel, Glass and Plastic. Please coordinate with the [[Cargo|Supply/Cargo Department]] and/or the [[Salvage|Salvage team]] to provide the Science Department a decent supply of materials, higher tiers of equipment requires rarer materials such as Solid Plasma or Diamonds.&lt;br /&gt;
* &#039;&#039;&#039;Communication:&#039;&#039;&#039; Keep open lines of communication with the [[Research Director]] and other department heads. This fosters collaboration and ensures that the unlocked technologies align with the station&#039;s needs.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1717</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roboticist&amp;diff=1717"/>
		<updated>2025-11-17T22:51:59Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Science|roleTitle=Roboticist|img=ROBOTICIST.png|roleplayExpectations=Average|RequiredGameKnowledge=Above Average|hoursRequired=Science: 4 hours, Engineering: 4 hours|access=Maintenance, Science|supervisors=Research Director|subordinates=Research Assistants|responsibilities=Create cyborgs, maintain and improve them, and make sure the cyborgs are fully functional and laws consistent.|guides=[[Research and Development|Guide to R&amp;amp;D]], [[Xenoarcheology]], [[Anomalous Research]], [[Robotics]]}}The art of making borgs and survive AI&#039;s virtual nagging on making them an AI borg.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a roboticist, you are given the duty of creating mechanical wonders ranging from cyborgs or bots, supplementing SCI with upgrading lathes and creating devices, and to making impressive mech for other departments. In this regards, your main focus should be on maintaining all cyborgs on station and fulfill any robotical needs that other departments might request depending if you have resources to spare or not. Even though you&#039;re designated as a roboticist, you can STILL assist your fellow researchers on their tasks such as artifact research and anomaly handling.&lt;br /&gt;
&lt;br /&gt;
Being a roboticist, you will also familiarize yourself with the exosuit fabricator. This machine is capable of printing all your cyborg and mech related components, given if it has enough materials to do so. Remember that cyborg and mech constructions will consume a &#039;&#039;&#039;large amount of materials to complete&#039;&#039;&#039;, and as such you should pester Cargo department for materials or making order slips, salvage for supplies in maints, nag to your RD to request gold and/or silver from the vault, or dumpster dive in Disposal.&lt;br /&gt;
&lt;br /&gt;
== Borging 101 ==&lt;br /&gt;
Creating a cyborg will be the most common duty you will do, and as such you should be able to understand how to make one. A cyborg is a robot chassis that is controlled by either a Positronic Brain that allows ghost players to control the cyborg, an AI interface which allows the AI direct control, or an MMI (Man-Machine Interface) for when a fellow crew member gets gibbed but their brain is still intact. As a roboticist, you are unable to create a specific chassic for a cyborg as those options are only available to anyone who controls it. You ARE able to add modules to improve their efficiency in the respective field. &#039;&#039;Or give a gun to a borg.&#039;&#039; The following steps are how one can build a cyborg chassis:&lt;br /&gt;
&lt;br /&gt;
# Create the cyborg endoskeleton&lt;br /&gt;
# Print out the necessary bodyparts and put it into the endoskeleton&lt;br /&gt;
# put in 1 lv cable and afterwards 2 flashes&lt;br /&gt;
# Screwdriver the chassis to complete the body&lt;br /&gt;
# Unlock the chassis by alt+left clicking&lt;br /&gt;
# Use screwdriver on the chassis to open the panel&lt;br /&gt;
# Insert a powercell&lt;br /&gt;
# Insert either a positronic brain, an AI interface, or an MMI.&lt;br /&gt;
# Optionally, you can change its name by using the UI panel&lt;br /&gt;
# Screwdriver the chassis again to close the panel&lt;br /&gt;
# &#039;&#039;&#039;LOCK THE DAMN CYBORG BY ALT+LEFT CLICKING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chassis you made will be undetermined, meaning that you cannot fit any modules inside until the cyborg has chosen a role-chassis. Another thing to note is to make sure that the cyborg recharging station is ready and available so the cyborgs can charge themselves. You must also always remember to &#039;&#039;&#039;Lock the chassis to prevent tampering&#039;&#039;&#039;. A locked cyborg can only be unlocked by members of the Science department, Command members, or using an Access Breaker.&lt;br /&gt;
&lt;br /&gt;
By standard, a cyborg will follow standard NT laws on the provided chassis. These laws may change due to ion storms or due to external tamperings. If such incidents happen, you must move the brain of the cyborg into a new chassis to default it back to regular NT laws. &#039;&#039;&#039;DO NOT DO THIS WHEN AN AI GOES ROGUE, IT WILL CHANGE NOTHING DUE TO LAW 0 FORCING CYBORGS TO LISTEN TO AI.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The robotics console allows you to keep track of station cyborgs and their status, making it easier to determine if they need repair or a recharge. If you suspect that a cyborg has been emagged and firmly believes they are compromised, try to ask your RD to disable the suspected cyborg using the robotics console. If the cyborg in question does not have its brain ejected, then it is emagged.&lt;br /&gt;
&lt;br /&gt;
== Upgrades people, upgrades ==&lt;br /&gt;
When a cyborg has selected its chassis, it will be granted basic modules related to that chassis free of charge. But of course, there&#039;s always room for improvements on better equipment for them. In regards to this, there&#039;s 2 primary things you can do to improve a cyborg:&lt;br /&gt;
&lt;br /&gt;
* Print out advanced modules and insert it into them by unlocking the panel and interacting with the cyborg while equipping the module&lt;br /&gt;
* Giving better batteries so they recharge less often, with microreactor cells being the best battery&lt;br /&gt;
* &#039;&#039;&amp;lt;s&amp;gt;Give them a gun with an L6 module as a syndie&amp;lt;/s&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A similar method is done when you want to upgrade a mech, such as:&lt;br /&gt;
&lt;br /&gt;
* Giving them modules such as hydraulic clamps, drills, or even weapons by opening the panel, turning on the maintenance mode on its UI, and interacting while equipping the module&lt;br /&gt;
* Better battery as usual&lt;br /&gt;
* Fit the exosuit air tank with cooled O2/N2 for longer lasting air supply (depending on who&#039;s going to pilot it), ask engineering for cooled air.&lt;br /&gt;
&lt;br /&gt;
What if you want to remove something from a cyborg or a mech? These are the following options:&lt;br /&gt;
&lt;br /&gt;
* Removing battery from a cyborg, you can unlock the panel and directly remove the battery by right clicking and select remove option&lt;br /&gt;
* Removing a brain from a cyborg requires you to go to the UI panel and interact with the brain section which will eject it&lt;br /&gt;
* Removing a module uses the UI panel and you clicking the x icon beside the module you want to remove. You CANNOT remove base modules.&lt;br /&gt;
* Removing a battery from a mech requires unlocking the panel with a screwdriver and using a crowbar &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing the air tank requires you to already remove the power cell first, then ejecting it directly &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Removing a mech module using the UI panel and interacting with the x option beside the module &#039;&#039;&#039;&amp;lt;u&amp;gt;(need confirmation on how to do this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
=== Cyborgs ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;medical chassis&#039;&#039;&#039;: A white chassis with a container fluid tank as its main body and several needles or prods attached. This chassis is capable of performing first aid with topicals and inject chemicals into patients. Can receive an advanced medical module for more specialized gears.&lt;br /&gt;
* &#039;&#039;&#039;Engineering chassis&#039;&#039;&#039;: An orange rounded chassis with a lower height. It is capable of repairing, placing wires, contructing objects with materials or use its RCD that constantly recharges. Can receive an advanced engineering module for upgraded versions of their tools and access to an RCD alongside a holofan.&lt;br /&gt;
* &#039;&#039;&#039;Science chassis&#039;&#039;&#039;: A metallic grey chassis with no shell, near identical with an undetermined chassis. Equipped with items that allows for anomaly and artifact scanning, alongside basic engineering tools like crowbars and wrenches.&lt;br /&gt;
* &#039;&#039;&#039;Salvage chassis&#039;&#039;&#039;: A yellow rectangular chassis with tracks. equipped with basic mining and salvage equipments such as a pickaxe, can be upgraded with an advanced salvage module for more protection equipment and upgraded items.&lt;br /&gt;
* &#039;&#039;&#039;Janitor Chassis&#039;&#039;&#039;: A purple rounded chassis with scrubbers. equipped with general cleaning equipment like mops and spray cleaners. Can be upgraded with an advanced cleaning module for advanced mops and other better equipments.&lt;br /&gt;
* &#039;&#039;&#039;Corgi Cyborg/Borgi&#039;&#039;&#039;:  An organic corgi that is capable of being piloted with an MMI/positronic brain/AI interface. Can be equipped with a pet bag and modules. &#039;&#039;&#039;&amp;lt;u&amp;gt;(need more info on this)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;: A humanoid shaped grey chassis with a fancy suit. Usually utilized in the service department from serving drinks, food, or as a menacing clown.&lt;br /&gt;
&lt;br /&gt;
A general module that is compatible with all cyborgs is the basic tool module (each chassis should already come with one) and the thruster module. It is recommended that engineering and salvage chassis are equipped with a thruster module if they don&#039;t have one yet.&lt;br /&gt;
&lt;br /&gt;
=== Mech ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ripley&#039;&#039;&#039;: The only mech that is not a sealed mech, which in turn make its user suspectible to external spacing or gas. It is a yellow agile mech that is capable of being fitted with clamps to lift heavy objects. Small hydraulic clamp can only carry small items, while a regular hydraulic clamp can carry crates or large objects. Usually given to Cargo department.&lt;br /&gt;
* &#039;&#039;&#039;Ripley MKII&#039;&#039;&#039; : A ripley given a RipleyMKII upgrade kit, turning it into a sealed mech with a heavier weight slowing it down. Serves as a heavier duty cargo mech and as a stepping stone to the paddy mech.&lt;br /&gt;
* &#039;&#039;&#039;Paddy&#039;&#039;&#039;: A ripley MKII converted into a security mech. Painted with black and red and fitted with sirens, this mech can wield weapons module and maintains its mobility. These mech are given to security department as a general purpose patrol mech.&lt;br /&gt;
* &#039;&#039;&#039;Gygax&#039;&#039;&#039;: An agile armored mech suited for fast-paced combat. This mech prioritizes mobility but still provide decent armor to its user, can be fitted with weapon modules.&lt;br /&gt;
* &#039;&#039;&#039;Durrand&#039;&#039;&#039;: A heavily armored mech, guaranteeing maximum protection its user in an extended firefight at the cost of mobility. Can be fitted with weapon modules.&lt;br /&gt;
* &#039;&#039;&#039;H.A.M.T.R&#039;&#039;&#039;: A brown small mech specialized for the beloved Hamlet. It allows for better protection and navigation for Hammy while in space, can be fitted with clamps &#039;&#039;&#039;&amp;lt;u&amp;gt;(true?)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;H.O.N.K:&#039;&#039;&#039; A mech designed and built for maximum tomfoolery. It can be fitted with clamps, the banana mortar, or other clown-related mech modules.&lt;br /&gt;
* &#039;&#039;&#039;C.L.A.R.K.E&#039;&#039;&#039;: A yellow large mech with tracks often used for expeditions and mining trips. Can be equipped with salvage/mining related modules and often used by salvies/miners.&lt;br /&gt;
&lt;br /&gt;
=== Bots ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medibot&#039;&#039;&#039;: A white cubical bot with a green medical mark that automatically go toward the nearest wounded person and injects tric chemical.&lt;br /&gt;
* &#039;&#039;&#039;Cleanbot&#039;&#039;&#039;: A little blue bot with a mop attached, automatically cleans puddles nearby with water. &#039;&#039;&#039;DO NOT PUT THEM NEAR POTASSIUM PUDDLES.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Honkbot&#039;&#039;&#039;: Manifestation of horror and suffering encompassed in an angry grey brick. Its body can trip people who are going fast and occasionally honks. Can be player controlled.&lt;br /&gt;
* &#039;&#039;&#039;Mimebot&#039;&#039;&#039;: A big cubical bot with a head and arms attached, a silent companion for you.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Medical_Intern&amp;diff=1716</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Medical_Intern&amp;diff=1716"/>
		<updated>2025-11-17T22:51:39Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Medical&lt;br /&gt;
|roleTitle=Medical Intern&lt;br /&gt;
|img=MI.png&lt;br /&gt;
|roleplayExpectations=Easy&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=	Overall: 5min, Medical: -15h&lt;br /&gt;
|access=Maintenance, Medical&lt;br /&gt;
|supervisors=[[Chief Medical Officer]], [[Medical Doctor]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Heal people.&lt;br /&gt;
|guides=[[Medical]], [[Medicine]], [[Virology|Virology]], [[Cryogenic Pods|Cryogenic Pods]], [[Impossibility|Surgery]]}}&lt;br /&gt;
This role is functionally identical to [[Medical Doctor]]. The only difference is that it is meant for players new to the [[Medical]] department similar to the [[Technical Assistant]] and [[Security Cadet]] roles. Make sure to listen to your superiors, primarily the Chief Medical Officer, but also the more experienced Medical Doctors. There&#039;s a reason why you&#039;re the intern and not them.&lt;br /&gt;
&lt;br /&gt;
== Learning experience ==&lt;br /&gt;
As a medical intern, your primary goal is to listen and follow your assigned trainer at all times.  You will learn the basis on how to treat people, how to use chemicals, and how to handle bodies and prioritize patients. Usually you&#039;ll be assigned to a medical doctor to gain experience, though if you&#039;re lucky you might be able to be trained by the CMO themselves. The are several restrictions to prevent accidental (or intentional) malpractice as a medical intern, which are:&lt;br /&gt;
&lt;br /&gt;
* They can&#039;t use chemicals without supervisions&lt;br /&gt;
* They must stay with their assigned trainer&lt;br /&gt;
* They cannot perform elective surgeries for obvious reasons&lt;br /&gt;
* They can be relegated the duties of a medical doctor in emergencies.&lt;br /&gt;
&lt;br /&gt;
See [[Medical Doctor]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Medical Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Medical_Intern&amp;diff=1715</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Medical_Intern&amp;diff=1715"/>
		<updated>2025-11-17T22:51:26Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Medical&lt;br /&gt;
|roleTitle=Medical Intern&lt;br /&gt;
|img=MI.png&lt;br /&gt;
|roleplayExpectations=Easy&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=	Overall: 5min, Medical: -15h&lt;br /&gt;
|access=Maintenance, Medical&lt;br /&gt;
|supervisors=[[Chief Medical Officer]], [[Medical Doctor]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Heal people.&lt;br /&gt;
|guides=[[Medical]], [[Medicine]], [[Virology|Virology]], [[Cryogenic Pods|Cryogenic Pods]], [[Impossibility|Surgery]]}}&lt;br /&gt;
This role is functionally indentical to [[Medical Doctor]]. The only difference is that it is meant for players new to the [[Medical]] department similar to the [[Technical Assistant]] and [[Security Cadet]] roles. Make sure to listen to your superiors, primarily the Chief Medical Officer, but also the more experienced Medical Doctors. There&#039;s a reason why you&#039;re the intern and not them.&lt;br /&gt;
&lt;br /&gt;
== Learning experience ==&lt;br /&gt;
As a medical intern, your primary goal is to listen and follow your assigned trainer at all times.  You will learn the basis on how to treat people, how to use chemicals, and how to handle bodies and prioritize patients. Usually you&#039;ll be assigned to a medical doctor to gain experience, though if you&#039;re lucky you might be able to be trained by the CMO themselves. The are several restrictions to prevent accidental (or intentional) malpractice as a medical intern, which are:&lt;br /&gt;
&lt;br /&gt;
* They can&#039;t use chemicals without supervisions&lt;br /&gt;
* They must stay with their assigned trainer&lt;br /&gt;
* They cannot perform elective surgeries for obvious reasons&lt;br /&gt;
* They can be relegated the duties of a medical doctor in emergencies.&lt;br /&gt;
&lt;br /&gt;
See [[Medical Doctor]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Medical Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Medical_Doctor&amp;diff=1714</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Medical_Doctor&amp;diff=1714"/>
		<updated>2025-11-17T22:50:26Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Medical|roleTitle=Medical doctor|img=MD.png|roleplayExpectations=Average|RequiredGameKnowledge=Average|hoursRequired=Medical intern: 4h|access=Maintenance, Medical|supervisors=[[Chief Medical Officer]]|subordinates=Medical intern|responsibilities=Treat the wounded, inject chemicals, and revive the dead.|guides=[[Medical]], [[Medicine]], [[Virology|Virology]], [[Cryogenic Pods|Cryogenic Pods]], [[Impossibility|Surgery]]}}The ones who keep the crew alive and well, alongside being their only hope in the event of a viral outbreak.&lt;br /&gt;
&lt;br /&gt;
== Medical License ==&lt;br /&gt;
You are entrusted to take care of the wellbeing and physical integrity of your fellow crewmembers upon the station! You have several items at your disposal, understanding what these items can do will make the difference between life and death. Generally speaking, you will have access to 2 types of gear:&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Topicals&#039;&#039;&#039; ===&lt;br /&gt;
Topicals are consumables that can be used on yourself or on others to treat a specific injury, usually utilized on the dead. Topicals can be stacked and each use will consume 1 unit from that stack. When you use a stack of topicals, the item will automatically be used until you either run out of it or there&#039;s no more injuries that topical can treat. To get topicals, you can get them from crafting it at a lathe, medical vendors, or found on the station or wrecks.  Generally speaking, you will be introduced to these 4 most common topicals:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bruise pack&#039;&#039;&#039; - heals a small amount of brute-related injuries such blunt, making it a good first aid item as it is flexible on treating brute injuries.&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039; - heals a small amount of burn related damage such as cold and heat damage.&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039; - heals a good amount of puncture and slash damage, alongside stopping bleeding too! Useful for post-combat treatment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blood pack&#039;&#039;&#039; - compatible with all species, these will restore a set amount of blood level and reducing bloodloss.&lt;br /&gt;
&lt;br /&gt;
Alongside that, your chemist might get productive and create more advanced topicals that treats larger amount of damage:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicated suture&#039;&#039;&#039; - restores a good amount of brute related injuries stops bleeding&lt;br /&gt;
* &#039;&#039;&#039;Regenerative mesh&#039;&#039;&#039; - Restores a good amount of burn related injuries&lt;br /&gt;
* &#039;&#039;&#039;Aloe cream&#039;&#039;&#039; - restores a good amount of burn related injuries &#039;&#039;(need to check)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alongside these, you might be issued with medipens and pills with labels attached to it. If you are uncertain what these pills do, you can ask your fellow chemists or the CMO for information. But the medipen is an excellent item to keep a person alive, usually injected to a critical patient to stop bleeding and reduce their asphyxiation. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Equipment&#039;&#039;&#039; ===&lt;br /&gt;
As a doctor, you also have access to several equipment to help you in your work. the following are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Health Analyzer&#039;&#039;&#039; - use on a person to receive medical information such as their injuries, blood level, and health status&lt;br /&gt;
* &#039;&#039;&#039;Syringe&#039;&#039;&#039; - Used to inject chemicals into living beings for treatment, it can be set to inject a determined amount of units to prevent overdose&lt;br /&gt;
* &#039;&#039;&#039;Defibrillator&#039;&#039;&#039; - Used to bring the dead back to life, the patient must NOT be rotting/hollowed and have below 200 damage to work. A soulless body cannot be revived.&lt;br /&gt;
* &#039;&#039;&#039;Beds&#039;&#039;&#039; - Used to put patients in to aid their recovery, these beds can improve injury recovery of burn and brutes.&lt;br /&gt;
* &#039;&#039;&#039;Stasis beds&#039;&#039;&#039; - Used to prevent rot progression on dead beings, though will cause asphyxiation and prevent chemicals from being absorbed by the body if a living person is placed&lt;br /&gt;
* &#039;&#039;&#039;Body bag&#039;&#039;&#039; - A bag used to prevent rot on a corpse and relocate them to another position&lt;br /&gt;
* &#039;&#039;&#039;Brute automender&#039;&#039;&#039; - An automender that treats all brute-related injuries on a person or a body until it runs out of chemicals without risk of overdose. Refilled with 30u Bicaridine.&lt;br /&gt;
* &#039;&#039;&#039;Burn automender&#039;&#039;&#039; - An automender that treats all burn-related injuries on a person or body until it runs out of chemicals without risk of overdose. Refilled with 35u Dermaline.&lt;br /&gt;
&lt;br /&gt;
== Healing 101 ==&lt;br /&gt;
In the event of patients coming toward the medical bay, as a doctor you must be able to quickly respond to these patients and provide care until they&#039;re fully recovered. The following steps should be done to ensure proper care and priority are given:&lt;br /&gt;
&lt;br /&gt;
# Prioritize critically wounded patients and command members and put them to beds (beds make them recover faster)&lt;br /&gt;
# Apply epinephrine to the patient if they are in critical condition and have not received a medipen yet to buy you more time&lt;br /&gt;
# Scan the patient and discover which damage is the most severe to be treated first&lt;br /&gt;
# Use your syringe to apply the appropriate chemicals, the chemist should have made jugs of chemicals listed with its effects&lt;br /&gt;
# Do not overdose them&lt;br /&gt;
# Optionally provide pills to treat any leftover injuries that are minor&lt;br /&gt;
&lt;br /&gt;
If you are given a corpse, the whole situation becomes more prolonged as you must treat the corpse until it has come within revivable range. The steps are:&lt;br /&gt;
&lt;br /&gt;
# Prioritize based on rot stages and command members&lt;br /&gt;
# Put them on stasis bed to prevent further rotting&lt;br /&gt;
# Use automenders to treat injuries, or use topicals if none are available&lt;br /&gt;
# If the damage is less than 200, preferably around 170 damage. Turn on the defibrillator and shock the body&lt;br /&gt;
# If the body has been revived, quickly move them to a regular bed to prevent asphyxiation and allow chemicals to flow in their body&lt;br /&gt;
# Follow the steps on treating living patients&lt;br /&gt;
# If the body is too damaged or rotted beyond recovery, store the body in a body bag or the morgue.&lt;br /&gt;
&lt;br /&gt;
== Cryo tech ==&lt;br /&gt;
[cryo related stuff, idk man i rarely use these]&lt;br /&gt;
&lt;br /&gt;
== Cloning ==&lt;br /&gt;
If a body is too damaged or rotted, then a cloning may be done in order to bring the person back. To do this, you must place the patient in the [insert name of object], and have a cloning computer ready and linked to both the [name of object] and the cloning pod. The cloning pod itself must have biomass available, which are obtained from grinding biological beings in biomass reclaimers.&lt;br /&gt;
&lt;br /&gt;
The more rotted a corpse is, the less likely they&#039;ll be successfully clone, instead leaving behind a mess of blood. each failed cloning will decrease the chance of success, so better pray it works. Once cloning is done, allow the fresh clone to take possession of its equipment from the old body, before putting the old body into the biomass reclaimer.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1713</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Chemist&amp;diff=1713"/>
		<updated>2025-11-17T22:50:08Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Medical, Chemistry, Maintenance|department=Medical|guides=[[Medical]], [[Medicine]], [[Chemistry]]|hoursRequired=Medical Intern: 4h|RequiredGameKnowledge=Above Average|roleplayExpectations=Easy|img=CHEMIST.png|responsibilities=Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.|roleTitle=Chemist|supervisors=[[Chief Medical Officer]]|subordinates=None}}&lt;br /&gt;
&lt;br /&gt;
Chemistry can be one of the most important departments during busy and hectic shifts. While keeping medbay well stocked with anything they need can be daunting task, your role is one of the most appreciated. &lt;br /&gt;
&lt;br /&gt;
== Reagent Metabolization ==&lt;br /&gt;
Every reagent in game behaves in a similar matter. Any time you ingest a reagent, the amount remains in your bloodstream and will metabolize at varying rates. Every time it metabolizes, it&#039;s effects will take hold. For example, 5 units of Bruizine does not heal 45 blunt damage instantly. But rather, it heals 2.25 blunt per metabolized 0.25 units. However, if enough of the reagent is present to be considered an overdose, it&#039;s OD effect will be added to the metabolization, in this case, 1.5 poison damage. &lt;br /&gt;
&lt;br /&gt;
Knowing the OD values is important especially if you want to create new mixes of medicines. &lt;br /&gt;
&lt;br /&gt;
== Reagent Ingestion ==&lt;br /&gt;
There are a number of ways a person can ingest reagents. Be it intentional, accidental or malicious intent, knowing these can be helpful for further optimizing or revolutionising the ways of medical treatment. Even though your job is mostly to create these chemicals, knowledge of ingestion can be used to fine tune your work. &lt;br /&gt;
&lt;br /&gt;
The main methods you will be using are liquid chemicals, pills and patches. Medical Doctors can inject reagents into patients with syringes to instantly being the metabolization, or via pills which kick in after some time has passed. Patches work slightly differently, the mix of both worlds. They immediately being their metabolization but they inject their reagents over time, minimizing the threat of overdose. &lt;br /&gt;
&lt;br /&gt;
More often than not, pills and patches are taken to-go to be used when needed. &lt;br /&gt;
&lt;br /&gt;
Other ways include slipping and falling in a puddle, as well as reagent foams which can be synthesized or happen naturally during events. The latter can prove very deadly, as they apply their reagents in a rapid pace leading to easy overdoses. &lt;br /&gt;
&lt;br /&gt;
== Gears of the Trade ==&lt;br /&gt;
When it comes to toys to play with, you have a plethora. From basic necessities or optional upgrades to situational sidegrades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Beakers&#039;&#039;&#039;[[File:Beaker.png|center|64x64px]][[File:GoldenBeaker.png|center|64x64px]][[File:LargeBeaker.png|center|64x64px]]&lt;br /&gt;
|The most important gear you will use. Comes in multiple sizes and can be inserted into most of your machinery. Beakers hold 100 units of any liquid reagents, small beakers 50 and the vendable golden beakers hold a grand total of 200. They are extremely fragile and will break if you fall or are hit with an explosive, keep your workplace clean. Even though you can, in most cases you won&#039;t want to drink things from it. As of now, heating it does not affect them and they will never break (unless you heat something volatile). Transfer amounts are adjustable by right clicking the beaker. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Bottles &amp;amp; Vials&#039;&#039;&#039;[[File:Vial.png|center|64x64px]][[File:Bottle.png|center|64x64px]]&lt;br /&gt;
|Smaller reagent containers. Bottles always come with a 30 unit capacity where as vials may vary. The Plasma Vial your locker has holds only 10 units of Plasma. Can be used as output for the ChemMaster 3000. The Vial&#039;s main use is with the Table top Centrifuge. It is not uncommon for medical personnel to carry bottles full of different reagents for easy access on the move. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Patch Box&#039;&#039;&#039;[[File:PatchPack.png|center|64x64px]]&lt;br /&gt;
|They come empty, it&#039;s your job to make them after all. Once you have your desired chemicals ready, put a patch box into the ChemMaster 3000 and create as many as you want. The Patch Box can hold 5 patches in total and the patches themselves can hold up to 20 units of a reagent. They are excellent for situations that call for large amounts of a reagent with low OD thresholds, as they inject their reagent at a slow but steady pace.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pill Container&#039;&#039;&#039;[[File:PillCanister.png|center|64x64px]]&lt;br /&gt;
|Same as the Patch Boxes, they come empty. Functionally the same, but they can hold 10 pills in total while the pills have the same reagent capacity. Unlike patches, they apply all their reagents at once after some time has passed depending on how much reagent there is. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Jugs &amp;amp; Buckets&#039;&#039;&#039;[[File:Jug.png|center|64x64px]][[File:Bucket.png|center|64x64px]]&lt;br /&gt;
|During busy shifts, medbay will go through your supply very quickly. Larger and more readily available containers are Jugs. They hold 200 units and are a great storage for all your medicinal goodness. Buckets hold 250 units, not as readily available but great alternatives to jugs. &lt;br /&gt;
|}&lt;br /&gt;
Aside from the items and handheld gear you get, you get plenty of machinery to aid you in your cooking endeavours. Each of them has a unique use, while it can be slightly overwhelming at first, they are all easy to understand and get used to. &lt;br /&gt;
&lt;br /&gt;
Most of them have their use grounded in reality and with some intuitive thinking, you can breeze through their uses. &lt;br /&gt;
&lt;br /&gt;
=== ChemVend ===&lt;br /&gt;
[[File:ChemVend.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
It holds nearly all basic elements for use in your work. Most notably it&#039;s missing Lead, a common ingredient in the more dangerous poisons for the Syndicate. It&#039;s contents should be more than enough to last you the whole shift, especially with the recent changes making the often used Carbon, Iron and Silicon an infinite resource, mainly dependant on the Chem Dispenser&#039;s cell charge. Simply vend a jug of the wanted chemical and drag it&#039;s sprite onto the Chem Master 4000 to empty it in. You can reuse the Jug by filling it with a medicinal chemical for medbay&#039;s use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chemical dispenser ===&lt;br /&gt;
[[File:ChemicalDispenser.png|left|128x128px]][[File:ChemicalDispenserUI.png]]&lt;br /&gt;
&lt;br /&gt;
Your own holy grail. Comes preloaded with most of the elements you will use. It will only accept beakers into it&#039;s inventory and can be dispensed at varying amounts. Elements such as Aluminium, Chlorine, Ethanol, etc. can be dispensed until they run out. Alternatively, you can take the whole jug out and empty it into the ChemMaster 4000. Other elements such as Carbon, Copper, Silicon cannot be taken out and do not have a limit on how much you dispense. Each time you dispense one of the infinite elements, the internal cell will lose some of it&#039;s charge. The cell is interchangeable and chargeable but it also slowly recharges on it&#039;s own as long as the Chem Dispenser is in a powered room. &lt;br /&gt;
&lt;br /&gt;
While it is possible to mix chemicals in the dispenser itself, it&#039;s easier and a much more controlled experience if it&#039;s done in a ChemMaster 4000. &lt;br /&gt;
&lt;br /&gt;
=== ChemMaster 4000 ===&lt;br /&gt;
[[File:ChemMaster4000.png|left|128x128px]][[File:ChemMasterUI.png|604x604px]][[File:ChemMasterUIOutput.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly to the Chem Dispenser, this will be your most used machine. It accepts beakers which will be shown in the upper portion of the UI, it will mix all the reagents which you can access in the buffer in the lower portion. It has an output, for which it accepts bottles, vials, patch boxes and pill containers. While you can make pills and patches even if you don&#039;t put their respective containers into the machine, it will create a mess by dropping all the pills/patches on the ground for you to pick up.&lt;br /&gt;
&lt;br /&gt;
Labeling your pills, patches and all chems in general is a good way to tell your doctors all information they need to know, ranging from the name of the chem to it&#039;s effects, overdose thresholds and recommended injection amounts. &lt;br /&gt;
&lt;br /&gt;
Contrary to the Container element in the input, the Buffer will never mix any reagents and you are free to dump all excess for storage and later use.&lt;br /&gt;
&lt;br /&gt;
== Your duties ==&lt;br /&gt;
While you could leave medbay to fend off sickness and injury with only their topicals, your job is to keep them supplied.&lt;br /&gt;
&lt;br /&gt;
Use your vast instruments to cook up medicinal chems. You do not have to worry about thinking what chemical you should work on because the medical personnel will be sure to &#039;&#039;&amp;lt;small&amp;gt;patiently&amp;lt;/small&amp;gt;&#039;&#039; remind you what it is they&#039;re missing and in need of. It is a good idea to start off with the basics and stock them with general chems for early treatment. Things like Bicardrine, Dermaline and Dylovene. See more at [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
Label the Jugs you fill up with important information. &lt;br /&gt;
&lt;br /&gt;
Other than replenishing medbay&#039;s every dwindling supplies, you may be approached by the [[Psychologist]], [[Botanist]] or other crew for prescription medicine, mutagen, drugs and more. Check if they have the appropriate documentation, speak to your [[Chief Medical Officer]] and ensure that you are not handing out [https://ss14-starlight.wiki/Medical_SOP#Contraband_Chemicals_List: Chemical Contraband]. &lt;br /&gt;
&lt;br /&gt;
Please make sure you treat orders from command members as high priority and should be completed first, especially if issued from the Captain, Blue Shield Officer, or the NTR, &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Check in on your team over comms periodically to never leave them without basic chems.&lt;br /&gt;
* While the advanced brute chemicals are much superior to bicardrine, keeping it well stocked as well can help with patients with multiple different brute types as well as for use in automenders. &lt;br /&gt;
* The ChemMaster 4000 is sortable in a number of ways, where the alphabetical order may be the best option, sorting by the oldest first could help you to keep the most commonly used elements at the top of the list.&lt;br /&gt;
* Keeping a small bottle of water to quickly cool down beakers by transferring the liquids between one another is advised if your lab lacks a sink and you do not have a water tank. &lt;br /&gt;
* Pet Walter&lt;br /&gt;
That wraps up chemist very nicely! please make sure you take breaks at your leasure &amp;lt;small&amp;gt;(If no orders come in for a while)&amp;lt;/small&amp;gt; and enjoy the rest of the station!, staying in your lab for extended periods of time promotes bad vibes, Enjoy! Glory to Nanotrasen&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Technical_Assistant&amp;diff=1712</id>
		<title>Technical Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Technical_Assistant&amp;diff=1712"/>
		<updated>2025-11-17T22:49:18Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Engineering&lt;br /&gt;
|roleTitle=Technical Assistant&lt;br /&gt;
|img=TA.png&lt;br /&gt;
|roleplayExpectations=Easy&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=	Overall: 5 min, Engineering: -15h&lt;br /&gt;
|access=Engineering, External, Maintenance&lt;br /&gt;
|supervisors=[[Chief Engineer]], [[Atmospheric Technician]] [[Station Engineer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Learning Enginering&lt;br /&gt;
|guides=[[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]]}}&lt;br /&gt;
Learn how to rebuild walls, fix windows, repair airlocks, and fix hull breaches (spaced areas).&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
&lt;br /&gt;
Technical Assistant might be your first real job on the station after spending a few rounds as a Assistant, or you chose to jump right in and get your hands dirty. You may have a lot of job experience under your belt, or you may have none. Whatever the case, this job is about learning &amp;lt;s&amp;gt; and giving out your departments resources to whoever asks for them. &amp;lt;/s&amp;gt; Many people will be more than willing to teach if you ask around. Just tell them you are new and someone will eventually have time to help you between fixing the station and keeping the singularity from getting loose.&lt;br /&gt;
&lt;br /&gt;
== Learning Plan ==&lt;br /&gt;
&lt;br /&gt;
These are most of the learning packages. It is unlikely that a TA will receive training all areas in their time as a TA. The numbering is a recommended order but can be taught in any order&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Package  !! Task !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gearing up || What equipment has to be put on the body and into the bag at every shift start &lt;br /&gt;
|-&lt;br /&gt;
| 2 || SOP || Learning about the Engineering SOP &lt;br /&gt;
|-&lt;br /&gt;
| 3 || AME || Learning the AntiMatter Engine&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Tesla Engine || Setting and maintaining Tesla&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Singularity Engine || Setting and maintaining the Singularity&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Front Desk Duty || Handling visitors, using computer monitors using the comms&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Cables || LV(Green), MV(Yellow) and HV(Brown) cabling&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Solars || How to set up solar panels and how to fix them&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Batteries || SMES, Substations and APCs&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Doors || How to hack them&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Constructions || Using the construction menu under the key &amp;quot;c&amp;quot; for things like building walls&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Spacings || How to create and fix hull breaches&lt;br /&gt;
|-&lt;br /&gt;
| 13 || RCD || Abilities and limits of the RCD and how to use it&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Atmos Distro || How to set up the stations air supply&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Atmos Waste || How to set up the stations gas waste disposal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&#039;&#039;Main article: [[Power|Guide to Power]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Technical Assistant, you will want to familiarize yourself with the different power sources on the station. The [[Power|Guide to Power]] will be an excellent source for learning the basics of the power sources, but it won&#039;t explain everything. The best teacher is experience!&lt;br /&gt;
&lt;br /&gt;
== Other Responsibilities ==&lt;br /&gt;
&lt;br /&gt;
A good skill to learn is [[hacking|hacking doors]], as this will let you &amp;lt;s&amp;gt;quickly&amp;lt;/s&amp;gt; eventually get in and out of spaced areas that you don&#039;t have access to .&lt;br /&gt;
&lt;br /&gt;
== Things To Keep In Mind ==&lt;br /&gt;
* Engineering can be very overwhelming. Do not try to learn everything on your first shift, and don&#039;t be embarrassed to ask questions. It takes time to get the hang of things!&lt;br /&gt;
* If you end up spacing the entire station, just blame it on your inexperience or the person teaching you. No one will mind too much.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Engineering Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Technical_Assistant&amp;diff=1711</id>
		<title>Technical Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Technical_Assistant&amp;diff=1711"/>
		<updated>2025-11-17T22:49:05Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=Engineering&lt;br /&gt;
|roleTitle=Technical Assistant&lt;br /&gt;
|img=TA.png&lt;br /&gt;
|RoleplayExpectations=Easy&lt;br /&gt;
|RequiredGameKnowledge=Average&lt;br /&gt;
|hoursRequired=	Overall: 5 min, Engineering: -15h&lt;br /&gt;
|access=Engineering, External, Maintenance&lt;br /&gt;
|supervisors=[[Chief Engineer]], [[Atmospheric Technician]] [[Station Engineer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Learning Enginering&lt;br /&gt;
|guides=[[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]]}}&lt;br /&gt;
Learn how to rebuild walls, fix windows, repair airlocks, and fix hull breaches (spaced areas).&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
&lt;br /&gt;
Technical Assistant might be your first real job on the station after spending a few rounds as a Assistant, or you chose to jump right in and get your hands dirty. You may have a lot of job experience under your belt, or you may have none. Whatever the case, this job is about learning &amp;lt;s&amp;gt; and giving out your departments resources to whoever asks for them. &amp;lt;/s&amp;gt; Many people will be more than willing to teach if you ask around. Just tell them you are new and someone will eventually have time to help you between fixing the station and keeping the singularity from getting loose.&lt;br /&gt;
&lt;br /&gt;
== Learning Plan ==&lt;br /&gt;
&lt;br /&gt;
These are most of the learning packages. It is unlikely that a TA will receive training all areas in their time as a TA. The numbering is a recommended order but can be taught in any order&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Package  !! Task !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gearing up || What equipment has to be put on the body and into the bag at every shift start &lt;br /&gt;
|-&lt;br /&gt;
| 2 || SOP || Learning about the Engineering SOP &lt;br /&gt;
|-&lt;br /&gt;
| 3 || AME || Learning the AntiMatter Engine&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Tesla Engine || Setting and maintaining Tesla&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Singularity Engine || Setting and maintaining the Singularity&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Front Desk Duty || Handling visitors, using computer monitors using the comms&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Cables || LV(Green), MV(Yellow) and HV(Brown) cabling&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Solars || How to set up solar panels and how to fix them&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Batteries || SMES, Substations and APCs&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Doors || How to hack them&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Constructions || Using the construction menu under the key &amp;quot;c&amp;quot; for things like building walls&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Spacings || How to create and fix hull breaches&lt;br /&gt;
|-&lt;br /&gt;
| 13 || RCD || Abilities and limits of the RCD and how to use it&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Atmos Distro || How to set up the stations air supply&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Atmos Waste || How to set up the stations gas waste disposal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&#039;&#039;Main article: [[Power|Guide to Power]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Technical Assistant, you will want to familiarize yourself with the different power sources on the station. The [[Power|Guide to Power]] will be an excellent source for learning the basics of the power sources, but it won&#039;t explain everything. The best teacher is experience!&lt;br /&gt;
&lt;br /&gt;
== Other Responsibilities ==&lt;br /&gt;
&lt;br /&gt;
A good skill to learn is [[hacking|hacking doors]], as this will let you &amp;lt;s&amp;gt;quickly&amp;lt;/s&amp;gt; eventually get in and out of spaced areas that you don&#039;t have access to .&lt;br /&gt;
&lt;br /&gt;
== Things To Keep In Mind ==&lt;br /&gt;
* Engineering can be very overwhelming. Do not try to learn everything on your first shift, and don&#039;t be embarrassed to ask questions. It takes time to get the hang of things!&lt;br /&gt;
* If you end up spacing the entire station, just blame it on your inexperience or the person teaching you. No one will mind too much.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Engineering Roles]]&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Station_Engineer&amp;diff=1710</id>
		<title>Station Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Station_Engineer&amp;diff=1710"/>
		<updated>2025-11-17T22:48:26Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|access=Maintanence, Engineering|department=Engineering|guides=[[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]], [[Tesla|Tesla Generator]]|hoursRequired=Technical Assistant: 4h|img=SE.png|RequiredGameKnowledge=Above Average|responsibilities=Station repairs, Power production management|rolteTitle=Station Engineer|subordinates=Technical Assistants|supervisors=[[Chief Engineer]]|roleplayExpectations=Easy}}&lt;br /&gt;
&lt;br /&gt;
== Starting out ==&lt;br /&gt;
As a recently promoted Station Engineer, your duties and responsibilities will increase. By now you should have a basic grasp of how different power production engines work, how to deal with structural damages and which end of the screwdriver you should use. You will always begin your shift with a toolbelt filled with the basic necessities and plenty of spares scattered around your department. Additionally, carrying some basic materials to keep them on hand if need be might also be a good idea.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
In the beginning of each shift, the power production is going to be your main goal. Assist your fellow engineers and possibly show a Technical Assistant by setting up the [[AME]], see about wiring up [[Solars]] and consult your [[Chief Engineer]] on what your primary engine will be for the shift.&lt;br /&gt;
&lt;br /&gt;
=== AME ===&lt;br /&gt;
[[File:AMEcomponents.png|center]]&lt;br /&gt;
&lt;br /&gt;
# AME flatpack. These can be found on every station within the engineering department, there is always a dedicated room for this engine. &lt;br /&gt;
# AME Fuel Jar. This is the fuel the engine will use to produce power.&lt;br /&gt;
# AME Core. The Core will appear when AME flatpacks are arranged in a way where the core will be completely surrounded by AME shielding on all 8 sides.&lt;br /&gt;
# AME Shielding.&lt;br /&gt;
# AME Controller. The only pre-constructed component. It will be somewhere in the corner of the AME room. Simply wrench it in place where you want the AME to be built and ensure it&#039;s connected via HV wires.&lt;br /&gt;
&lt;br /&gt;
To construct an AME engine, place the flatpacks on at least a 3x3 grid. Use a multitool on the flatpacks to unpack them and the [4] AME Shielding will appear. In a 3x3 grid, once unpacked the [3] AME Core will appear in the middle. Larger AME builds are possible including but not limited to: 4x3 grid with 2 cores, 5x3 grid with 3 cores, 4x4 grid with 4 cores. Take an inventory of available flatpacks to see which one you are able to construct.&lt;br /&gt;
&lt;br /&gt;
Once constructed, insert the [2] AME fuel jar into the [5] AME Controller and interact with it.&lt;br /&gt;
[[File:AMEUI.png|center]]&lt;br /&gt;
The only important thing to note in this UI is that the Injection amount needs to always be twice the amount of core count for nominal power production. Once you&#039;ve set it up, toggle the injection and you&#039;re done. One thing to note is that the AME will consume it&#039;s fuel at a very rapid rate, meaning that once it&#039;s active, setting up the main engine will be your primary goal. Upon completion, turning off the AME to preserve it&#039;s fuel in case of emergency. Running out of AME fuel before setting the engine up will make your job much harder since both the Tesla and Singularity require power to maintain the barrier. Absence of a barrier will cause the Tesla or Singularity to become loose, which will induce devastating structural damage and potentially irrecoverable deaths.&lt;br /&gt;
&lt;br /&gt;
== Wiring ==&lt;br /&gt;
What&#039;s the point of making all that power if you cannot distribute it across the station? As the station engineer, your duty will be ensuring the power runs smoothly to the entire station. But before we go fixing any issues, we first have to familiarize ourselves with the wiring, machinery and tools you will have at your disposal.&lt;br /&gt;
&lt;br /&gt;
Power can be split up into four parts&lt;br /&gt;
&lt;br /&gt;
* Production: AME, Solars and the main engine.&lt;br /&gt;
* Storage: SMES units. &lt;br /&gt;
* Distribution: Substations&lt;br /&gt;
* Consumption: APCs and the machinery they power.&lt;br /&gt;
&lt;br /&gt;
Arguably, Substations and APCs can be counted as storage since they do preserve some charge although not as effectively as the SMES units do.&lt;br /&gt;
[[File:Power.png|center]]&lt;br /&gt;
&lt;br /&gt;
# The SMES unit will be connected to a power source. It will charge up and act as a battery. SMES input and output are connected with orange High Voltage [HV] wires.&lt;br /&gt;
# The Substation. They are present in maintenance tunnels of each department. They&#039;re connected to the main grid with the HV wire and will output power with yellow/orange Medium Voltage [MV] wires.&lt;br /&gt;
# The APC. They hold a small amount of charge, if left unpowered they will shut down within seconds. They output power into the green low voltage [LV] wires which will power the actual equipment that occupy the rooms they&#039;re in.&lt;br /&gt;
# 5. Do note that both the HV and MV wires are directly connected to the SMES and Substations, but the LV wire, although not directly connected to the light tubes will still power them regardless. The LV wires have a small area of effect.&lt;br /&gt;
&lt;br /&gt;
If you cannot see the wires, prying the floor tiles is not necessary as you can use your trusty t-ray scanner which will show all pipes and wires beneath the tiles.&lt;br /&gt;
[[File:PowerMonitorScreen.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Power production and load.  Total generator output is the combined output produced by your engine, AME and solars. Total battery usage is the amount of power being used to fill up the internal batteries of your SMES units. Total network loads is the amount of power needed to sufficiently power the station.&lt;br /&gt;
# Power related Machinery. [[File:PowermonitorComputerSubstation.png|center]]Clicking on any entry in the section will show you a detailed list of every connection they have, what they receive power from and what they distribute it to. In this case, the Port Stern Substation is being powered by the advanced SMES and itself, powers 4 APCs. &lt;br /&gt;
# Toggle which wires you want to see on the screen. Note that both wires and walls shown in the main image are dynamic, meaning if there was an explosion that left a hole, that hole would be visible. Excellent way to check if the department reporting power issues is actually connected to the grid.&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mining_Specialist&amp;diff=1709</id>
		<title>Mining Specialist</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mining_Specialist&amp;diff=1709"/>
		<updated>2025-11-17T22:46:48Z</updated>

		<summary type="html">&lt;p&gt;Conflee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=Cargo|roleTitle=Mining Specialist|img=Mining Specialist.png|roleplayExpectations=Easy|RequiredGameKnowledge=Average|hoursRequired=Cargo: 3h, Overall: 10h|access=Cargo, External, Maintenance, Salvage (?)|supervisors=[[Head of Personnel]], [[Quartermaster]]|subordinates=None|responsibilities=Mine for ores and artifact fragments, explore asteroids, and convert raw ores into usable materials|guides=Cargo SOP, this guide}}&#039;&#039;When i was a hatchling, i yearned for the mines&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a miner, you have been given the responsibility of gathering materials for the good of the station using your mining tools. Generally speaking, you might work alongside other fellow miners or do joint operations with salvage specialists but at the end of the day, you&#039;re here to break rock and stone.&lt;br /&gt;
&lt;br /&gt;
The following gear are issued to you to ensure a safe-ish and efficient mining:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pickaxe&#039;&#039;&#039;: capable of breaking rocks easily and make as an emergency weapon in a pinch. Use wide swings to hit more rocks at once!&lt;br /&gt;
* &#039;&#039;&#039;orebag&#039;&#039;&#039;: A waist bag with a built-in magnet to automatically collect ores, a very handy equipment for ore collection&lt;br /&gt;
* &#039;&#039;&#039;Mining Hardsuit&#039;&#039;&#039;: a hardsuit designed for mining purposes and allows off-station trips.&lt;br /&gt;
* &#039;&#039;&#039;GPS&#039;&#039;&#039;: To know the coordinates you are incase you get lost&lt;br /&gt;
* &#039;&#039;&#039;handheld radio&#039;&#039;&#039;: Maintains contact even during power outages or far away from the station&lt;br /&gt;
* &#039;&#039;&#039;Ore processor&#039;&#039;&#039;: A heavy machinery capable of converting raw ores into usable materials&lt;br /&gt;
* &#039;&#039;&#039;Salvage Magnet&#039;&#039;&#039;: A magnet used to bring in debris and asteroids for exploration&lt;br /&gt;
* &#039;&#039;&#039;Flashlight / flares&#039;&#039;&#039;: Since your suit doesn&#039;t come with a flashlight, better prep them for lighting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re lucky enough to get tickets to purchase better gear, or SCI provides you with it, you might be able to get these items too:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ore scanner&#039;&#039;&#039;: a portable scanner that reveals ores hidden inside rocks without needing direct line of sight&lt;br /&gt;
* &#039;&#039;&#039;Advanced ore scanner&#039;&#039;&#039;: an ore scanner with a wider range of detection&lt;br /&gt;
* &#039;&#039;&#039;Drill&#039;&#039;&#039;: a fast attacking drill that can break rocks quickly&lt;br /&gt;
* &#039;&#039;&#039;Diamond tipped drill&#039;&#039;&#039;: a drill that deals very high damage to rocks, making mining a breeze&lt;br /&gt;
* &#039;&#039;&#039;Ore bag of holding&#039;&#039;&#039;: An orebag that can hold a very large amount of ores.&lt;br /&gt;
* &#039;&#039;&#039;handheld mass scanner&#039;&#039;&#039;: to show you nearby mass of objects, making navigation easier.&lt;br /&gt;
* &#039;&#039;&#039;Industrial ore processor&#039;&#039;&#039;: makes more materials per ore, a very good machine to get early on.&lt;br /&gt;
&lt;br /&gt;
== Into the caves ==&lt;br /&gt;
(WIP)&lt;/div&gt;</summary>
		<author><name>Conflee</name></author>
	</entry>
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