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	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Killer+Tamashi</id>
	<title>Starlight wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Killer+Tamashi"/>
	<link rel="alternate" type="text/html" href="https://wiki.starlight.network/Special:Contributions/Killer_Tamashi"/>
	<updated>2026-04-05T14:25:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.starlight.network/index.php?title=Medical_SOP&amp;diff=1131</id>
		<title>Medical SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Medical_SOP&amp;diff=1131"/>
		<updated>2025-07-28T06:30:31Z</updated>

		<summary type="html">&lt;p&gt;Killer Tamashi: Removes Amoxla from minor contraband, it&amp;#039;s literally saline/dex but for Avalis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;While these SOPs may come with in character punishments on the Alfa server for non-command members, intentional disregard on the Beta server may be grounds for a role ban from the department. Repeated intentional disregard for SOPs by command members on either server may also result in a role ban.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== General Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Contraband Chemicals List: ===&lt;br /&gt;
The following lists are considered comprehensive in terms of their &lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband ====&lt;br /&gt;
&lt;br /&gt;
* These chemicals fall under minor contraband unless otherwise stated by standard operating procedures. &lt;br /&gt;
* Some minor illegal chems may be utilized with a department exception, or with a prescription written by medical professional. &lt;br /&gt;
* Illegal component chems are to be kept in chemMaster or disposed of after their immediate use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Chemical&lt;br /&gt;
!Department Exceptions&lt;br /&gt;
!Prescription Allowed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Carporoxin&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Cryptobiolin&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Ephedrine&lt;br /&gt;
|Security&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Ethyloxyephedrine&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Fluorine&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Gastrotoxin&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Happiness&lt;br /&gt;
|Clown&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Impedrezene&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Lipozine&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Mercury&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Mindbreaker toxin&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Phosphorus&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Potassium&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Psicodine&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Radium&lt;br /&gt;
|Engineering&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Silicon&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Space Mirage&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Sulfur&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Synaptizine&lt;br /&gt;
|Security&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|THC&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Uranium&lt;br /&gt;
|Bartender&lt;br /&gt;
Engineering&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband ====&lt;br /&gt;
&lt;br /&gt;
* These chemicals fall under major contraband unless otherwise stated by standard operating procedures.&lt;br /&gt;
* Some major illegal chems may be utilized with a permit written by HoS or Warden. Some will also require a script written by CMO&lt;br /&gt;
* When able, illegal component chems are to be kept in chemMaster or disposed of.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Chemical&lt;br /&gt;
! Department Exception&lt;br /&gt;
! Prescription Required&lt;br /&gt;
! Permit Allowed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amatoxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Bungotoxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Buzzochloric bees&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Chloral hydrate&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine trifluoride&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Desoxyephedrine&lt;br /&gt;
|&lt;br /&gt;
|Required&lt;br /&gt;
|Permitted &lt;br /&gt;
|-&lt;br /&gt;
|Ferrochromic acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Fluorosulfuric acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Fresium&lt;br /&gt;
|Medical&lt;br /&gt;
|Required&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Heartbreaker toxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Licoxide&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Lipolicide&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Mechanotoxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Napalm&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Norepinephric acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Pax&lt;br /&gt;
|Security&lt;br /&gt;
|Required&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Pest killer&lt;br /&gt;
|Botany&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Phlogiston&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Plant-B-gone&lt;br /&gt;
|Botany&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Polytrinic acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Razorium&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Sulfuric acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas&lt;br /&gt;
|Security&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Thermite&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Toxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Unstable mutagen&lt;br /&gt;
|Botany&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Weed killer&lt;br /&gt;
|Botany&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Syndicate Contraband ===&lt;br /&gt;
These chemicals will always be considered illegal, and should never be used outside of an emergency.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Chemicals&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hyperzine&lt;br /&gt;
|-&lt;br /&gt;
|Lexorin&lt;br /&gt;
|-&lt;br /&gt;
|Mute toxin&lt;br /&gt;
|-&lt;br /&gt;
|Nocturine&lt;br /&gt;
|-&lt;br /&gt;
|Tazinide&lt;br /&gt;
|-&lt;br /&gt;
|Vestine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical Bay ===&lt;br /&gt;
&lt;br /&gt;
# For medical crew safety, the medical bay must not be placed on all access unless Red Alert is called.&lt;br /&gt;
# The medical bay must be kept neat and tidy for patient health.&lt;br /&gt;
# Chemicals should be kept in a stored locker or location, and closed when not in use.&lt;br /&gt;
# Defibrillators should be kept in their cabinets when not in use, and should be charged whenever possible. &lt;br /&gt;
## It is recommended that spare batteries be kept next to defibrillator cabinets.&lt;br /&gt;
&lt;br /&gt;
=== Patient Care ===&lt;br /&gt;
# Patients must be triaged according to the severity of their injuries.&lt;br /&gt;
# Command members must take treatment priority.&lt;br /&gt;
# Doctors may not leave the medbay for personal reasons if there are untreated patients. This does not include the necessity of eating and drinking.&lt;br /&gt;
# Patients who repeatedly harm themselves, or threaten medical staff, are not required to be treated by medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Deceased Patient Care ===&lt;br /&gt;
&lt;br /&gt;
# Patients should be triaged by level of rot.&lt;br /&gt;
# Patients who are in advanced stages of rot should be placed into stasis beds or body bags.&lt;br /&gt;
# Patients who are not being treated should be stored in the morgue until sufficient resources can be diverted to revive them.&lt;br /&gt;
# Patients who become unrevivable or are deemed unrevivable require a morgue report filled out with:&lt;br /&gt;
## Patient name&lt;br /&gt;
## Patient job&lt;br /&gt;
## Approximate time of death/DNR approval&lt;br /&gt;
## Reason for DNR status&lt;br /&gt;
## CMO stamp for approval&lt;br /&gt;
# Should a corpse become unclonable, it must be annotated on the appropriate DNR sheet, and then stamped by the CMO.&lt;br /&gt;
# Unclonable corpses, including those whose soul has moved on, may be operated on or placed into the biomass reclaimer.&lt;br /&gt;
&lt;br /&gt;
=== Violet Alert Protocol ===&lt;br /&gt;
&lt;br /&gt;
# All medical personnel are to be secured in Medbay immediately. &lt;br /&gt;
# The CMO&#039;s safety will take priority over curing an infection.&lt;br /&gt;
# Chemistry will focus all efforts on researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. &lt;br /&gt;
# Any potentially infected personnel should be isolated and quarantined.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available, in a controlled manner.&lt;br /&gt;
&lt;br /&gt;
== Staff Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Chief Medical Officer ===&lt;br /&gt;
&lt;br /&gt;
# Standard [[Command SOP]] applies.&lt;br /&gt;
# The CMO is responsible for training or assigning a trainer to any and all Medical Interns.&lt;br /&gt;
# The Syringe Gun is for emergencies only, and should not be used below red alert. &lt;br /&gt;
## The syringes for the syringe gun may be prepared ahead of time.&lt;br /&gt;
# The CMO may not allow any Major Contraband Chemicals to be created without a chemical approvals form from the Captain or acting captain. &lt;br /&gt;
## This form will not be required in the case of imminent station danger.&lt;br /&gt;
## This form will specify the quantity of chemical, frequency of creation, date, time, and signature of the captain or acting captain.&lt;br /&gt;
# The CMO should wear clothing clearly identifying them as the CMO. (Mantle, cape, hat, etc.)&lt;br /&gt;
# The CMO may request any additional documentation they deem necessary to protect patient health.&lt;br /&gt;
&lt;br /&gt;
=== Chemist ===&lt;br /&gt;
&lt;br /&gt;
# Chemists report directly to the Chief Medical Officer&lt;br /&gt;
#Chemists should prioritize all basic medicines before moving on to advanced medicines.&lt;br /&gt;
#All medicines should be labeled as follows:&lt;br /&gt;
##Chemical name&lt;br /&gt;
##Chemical effect/major side effects&lt;br /&gt;
##Overdose limits&lt;br /&gt;
##Any interfering chems. i.e(Lacinerol and Bicaridine react to form Razorium&lt;br /&gt;
#Chemists should ensure that any illegal chemicals are kept in the ChemMaster 4000 or disposed of immediately after use.&lt;br /&gt;
#Chemists may fill prescriptions signed and stamped by the CMO.&lt;br /&gt;
#Non-illegal chemicals may be synthesized and prescribed by chemists at their discretion.&lt;br /&gt;
#Chemists may perform the duties of Medical Doctors during emergencies, but must follow the Medical Doctor SOP&lt;br /&gt;
##One chemist must always stay in the chemical lab.&lt;br /&gt;
&lt;br /&gt;
=== Medical Doctor ===&lt;br /&gt;
&lt;br /&gt;
# Medical Doctors report directly to the Chief Medical Officer.&lt;br /&gt;
# Medical Doctors should wear sterile gloves when dealing with patients, and either scrubs or a doctor&#039;s coat to differentiate them from other crew members.&lt;br /&gt;
# Medical Doctors are permitted to observe surgeons and chemists in their official duties, as long as no patients require treatment.&lt;br /&gt;
&lt;br /&gt;
=== Paramedic ===&lt;br /&gt;
&lt;br /&gt;
# Paramedic report directly to the Chief Medical Officer.&lt;br /&gt;
# Paramedics should stabilize crew members who are in critical condition before moving them to medbay.&lt;br /&gt;
# Crew members who are deceased are to be placed into a body bag before transport to medbay.&lt;br /&gt;
# Paramedics are permitted to carry one defibrillator on their person, as long as at least one remains in the medbay.&lt;br /&gt;
# Should a crewmember not be able to be stabilized in the field (excess damage, no means to heal) or defibrillated, they should inform medbay using radio communications prior to arrival.&lt;br /&gt;
# Paramedics should carry sufficient supplies for each major damage type (burn, brute, poison, airloss, and bloodloss, and radiation).&lt;br /&gt;
&lt;br /&gt;
=== Psychologist ===&lt;br /&gt;
&lt;br /&gt;
# The Psychologist report directly to the Chief Medical Officer.&lt;br /&gt;
# The Psychologist is authorized to perform a full psychometric workup on any crew member who is willing.&lt;br /&gt;
# Examinations of unwilling crewmembers may only occur with written approval by the CMO, and one the following: HoS, Magistrate, Captain.&lt;br /&gt;
## This also applies to any medication prescribed by the Psychologist.&lt;br /&gt;
# Examinations may result in the following actions, with a sign off from the Captain or crew member&#039;s head of department:&lt;br /&gt;
## Demotion from their current position, if the patient&#039;s mental state leaves them unable to fulfill their duties.&lt;br /&gt;
## Prescriptions of pax or other similar drugs for those who are found to be extremely violent.&lt;br /&gt;
## Increased observation of prisoners or crew who are deemed a danger.&lt;br /&gt;
## Lightening of sentences for prisoners who have shown good behavior, and a change of moral character.&lt;br /&gt;
# The Psychologist may request to consult with a prisoner at any time to evaluate their mental state.&lt;br /&gt;
&lt;br /&gt;
=== Surgeon ===&lt;br /&gt;
&lt;br /&gt;
# Surgeons report directly to the Chief Medical Officer.&lt;br /&gt;
#Patients must fill out and sign a surgery consent form for any elective surgeries. This form must be stamped by the CMO.&lt;br /&gt;
#Surgeons should wear masks, sterile gloves, and scrubs when possible, while operating.&lt;br /&gt;
#The surgery room must be kept clean and tidy for patient hygiene.&lt;br /&gt;
#Surgeons are permitted to harvest organs and limbs from deceased patients who have been considered unrecoverable.&lt;br /&gt;
#Live patients must be given a sedative during the duration of their surgery, unless they request otherwise. Any requests must be documented on their surgery consent form.&lt;br /&gt;
&lt;br /&gt;
=== Medical Intern ===&lt;br /&gt;
&lt;br /&gt;
# Medical Interns report directly to the Chief Medical Officer, but are expected to follow the orders of their designated trainer.&lt;br /&gt;
#Medical Interns are not permitted to utilize chems on their own without supervision.&lt;br /&gt;
#Medical Interns are to stay with their assigned trainer at all times.&lt;br /&gt;
#In emergencies, Medical Interns may treat patients as a Medical Doctor.&lt;br /&gt;
#Medical Interns may not perform elective surgeries at any time.&lt;/div&gt;</summary>
		<author><name>Killer Tamashi</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=817</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=817"/>
		<updated>2025-05-21T20:50:25Z</updated>

		<summary type="html">&lt;p&gt;Killer Tamashi: Added 7. for BSO, saying they cannot interfere with the lawful arrest of a member of command.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law only when &#039;&#039;&#039;actively&#039;&#039;&#039; performing actions to protect their charge.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit from the Warden or Captain, this includes the LMG.&lt;br /&gt;
&lt;br /&gt;
5. The Blueshield Officer is not restricted in the weapons he may carry, so long as armory weapons stay with the issued permit.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
7. The Blueshield Officer cannot interfere with the lawful arrest of a Head of Command. &lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but my not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>Killer Tamashi</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=226</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=226"/>
		<updated>2025-01-26T14:42:22Z</updated>

		<summary type="html">&lt;p&gt;Killer Tamashi: Basically did what I suggested in the wiki channel. Chaplain is aware god(s) exist, certain roles are aware nuclear operatives exist (Captain/CC/NT) and security/captain are aware of the different types of implanters the syndicate use, to allow them to guess that someone is using a specific type of implant (like a stripped prisoner suddenly getting something they could not have smuggled in).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Non-NanoTrasen Implants&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events from previous rounds.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. 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 the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a Blood Red Hardsuit&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that someone has an Implant implanted. The fact that implanters and un-implanted implanters exist is known, but what types of implanters exist are unknown to most with the exception of Security and Captain. Implant checking is strictly prohibited without probable cause.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Discovering use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&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;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a member of an ERT&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. 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;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&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 fact that the nuke disk 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. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&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. Which corporations are a part of the Syndicate is shielded.&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 fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Killer Tamashi</name></author>
	</entry>
</feed>