<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Medoyk</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=Medoyk"/>
	<link rel="alternate" type="text/html" href="https://wiki.starlight.network/Special:Contributions/Medoyk"/>
	<updated>2026-04-05T17:23:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1068</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1068"/>
		<updated>2025-07-12T02:42:40Z</updated>

		<summary type="html">&lt;p&gt;Medoyk: Replaced &amp;quot;NT-CC employees&amp;quot; by &amp;quot;NT employees&amp;quot; as NT-CC causes confusion. Also added a note for IAA and NTNC soldiers regarding metashield, as only NTR, BSO and Magistrate are considered in the &amp;quot;NT employee&amp;quot; category. (this was also precised)&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, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. 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;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&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;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Sensitive information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Paradox Clones are real&lt;br /&gt;
|Additional communication channels in headsets&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;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, asleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&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;
|&lt;br /&gt;
|Non-NanoTrasen Implant specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical effects&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;
* Information that is sensitive or metashielded that happened in 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. Unless otherwise stated topics in this category are always revealed to NT employees (which includes solely BSOs, NTRs and Magistrates) as well as all of Command. &lt;br /&gt;
&lt;br /&gt;
Note: Internal Affairs Agents and NTNC &amp;quot;NanoTrasen Navy Corps&amp;quot; employees does not know what other NT employees are not shielded against, so consider them out of the &amp;quot;NT employee&amp;quot; list for the purpose of metashieldF. In the case of NTNC soldiers, they operate on a &amp;quot;need-to-know&amp;quot; basis, so they may start round with some specific metashielded information.&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;
** Wardens&lt;br /&gt;
** Head of Security&lt;br /&gt;
** Captain&lt;br /&gt;
** Chief Medical Officer&lt;br /&gt;
** AIs&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;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Paradox Clones are real. The concept of parallel realities exists in media in universe, but the fact that they are real is unknown to the common crew member. No one knows their true goals, even those with knowledge of their existence. Both clones are the &#039;&#039;&#039;&amp;quot;real&amp;quot;&#039;&#039;&#039; clone and all other crew has memories that match the history of both clones, until one is removed from the current reality. Because of this, crew should treat their memory as unreliable and trust that both clones &#039;&#039;&#039;are&#039;&#039;&#039; telling the truth. Additionally, both clones believe they are the original.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Wardens&lt;br /&gt;
** Science&lt;br /&gt;
** AIs&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;
-----&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;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&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;
* 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;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the DoorLagging 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;
** Security&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’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;
* 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;
** Being shown a conversion flasher and having its function explained&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. 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;
** AIs&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&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;
* &#039;&#039;&#039;Not&#039;&#039;&#039; Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** NT Employees&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;
----&lt;br /&gt;
&lt;br /&gt;
The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, as well as Syndicate Implant names. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may only speculate on their use. Even those who know of their existence do not know for sure if one is currently implanted into a person, unless they witness its use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Witnessing 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 powers and effects of Memetic or Mystical forces. Examples of Memetic effects are the &amp;quot;Don&#039;t you want more&amp;quot; and &amp;quot;Reasons to join the Syndicate&amp;quot; papers being able to turn people into antagonists. Examples of Mystical effects are &amp;quot;The End of Q&amp;quot; paper or the &amp;quot;Summon Ghosts&amp;quot; spell. This lack of knowledge does not prevent you from being afraid of or hostile towards a Memetic or Mystical force.&lt;br /&gt;
&lt;br /&gt;
* Memetic effects are revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are revealed to: &lt;br /&gt;
** Chaplains&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are &#039;&#039;&#039;not&#039;&#039;&#039; revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** NT Employees&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a Memetic or Mystical effect, including having one affect you&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 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&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional communications 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 Captains who have all channels and were unable to hear what was said in any channel&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;
** Seeing a Syndicate Headset&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. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a NT employee&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;
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.&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.&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>Medoyk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1005</id>
		<title>WIP Slimes</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1005"/>
		<updated>2025-07-06T01:02:47Z</updated>

		<summary type="html">&lt;p&gt;Medoyk: rewrote second paragraph of fashion and aesthetic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader&lt;br /&gt;
|speciesName      = Slime People&lt;br /&gt;
|img              = Slime.png&lt;br /&gt;
|playability      = Round Start&lt;br /&gt;
|generalFeatures  = &amp;lt;nowiki&amp;gt; Breathes nitrogen. Breathes slower. Can process 6 reagents at once. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|positiveFeatures = &amp;lt;nowiki&amp;gt; Double natural regen. Have a 2x3 internal storage in their body. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|negativeFeatures = &amp;lt;nowiki&amp;gt; Damaged by water. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|weaknesses       = &amp;lt;nowiki&amp;gt; Take 20% more slash and piercing damage. Take 50% more cold damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|resistances      = &amp;lt;nowiki&amp;gt; Take 40% less blunt damage. Take 80% less asphyxiation damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Slime People ==&lt;br /&gt;
The Slime People, lacking a better name, are a fairly new Species in the grander scheme of the Universe. Their history is short by every other Species&#039; standards, and their culture is fragmented. Despite this their rise onto the galactic scene has been expedient and dramatic, as they rapidly adjusted to the various societies they found themselves integrating within. Their versatility is perhaps their greatest strength, and it has allowed them to flourish.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Slime People are an artificial Species, though they were not developed with intentionality. Their existence is accidental, and that shows through in their biology. Slime People possess most of the basic organs that commonly develop. Lungs, stomachs, eyes and ears and mouths. However, they lack many of the tertiary parts generally found in more traditional organics. Their hearts pump to move fluids around the inside of their membranes without the need for any veins or arteries, similar to an insect. Their membranes are highly absorbent and are especially reactive with water, which is caustic to them. Interestingly, despite this, their internal organs are capable of processing water and several require it to function.&lt;br /&gt;
&lt;br /&gt;
Slimes maintain their semi-solid forms through surface tension and internal pressure, lacking any bones. Slimes breathe nitrogen, processing it in their lungs and binding it to their internal fluids, where it is then used by various chemical processes in their body. They are capable of filtering out oxygen and other gases and exhaling them, so they do not require special equipment to function on a space station.&lt;br /&gt;
&lt;br /&gt;
Most interestingly, they lack a traditional brain, instead having a &#039;core&#039; that fulfills the same role. Slime cores are ill understood - while all Slime People have a core, some non-intelligent slime creatures also do. There is practically no evidence of any difference between slime creatures with a core, and those without, though some test subjects have been seen developing and forming cores in laboratory conditions.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Slime People, and Slimes in general, have developed independently across dozens of worlds spanning the galaxy. They are so widespread that it is believed there may still be upwards of a hundred uncontacted groups of them on various planets across the galaxy. Despite their far-spanning origins, which may imply dozens of unique Species, the Slime People all share a common element in their creation that makes them all biologically related.&lt;br /&gt;
&lt;br /&gt;
Hundreds of thousands of years ago, ancient civilizations spanned the galaxy. While almost nothing is known of these people, what they left behind holds great significance for scientists across the galaxy, and for the Slime People. When the ancient aliens vanished, they left behind monolithic structures filled with machinery and devices that we can scarce comprehend. Xenoarcheology has spent decades studying these artifacts, yielding very little in return for their effort.&lt;br /&gt;
&lt;br /&gt;
The megastructures left behind by these ancient aliens, left rotting and decaying on worlds across the galaxy, gave birth to the first Slimes and Slime People. Despite being born independently on planets spread so far apart, this shared origin from the industrial runoff and decay of these ancient structures gives all Slime People a sense of community, and a very similar biology and physical form.&lt;br /&gt;
&lt;br /&gt;
Slime people have only existed for roughly 1000 years according to estimates, but in this time many of their societies achieved what took others tens of thousands of years. Their close relationship with, and worship of, the ancient xeno technology gave them an edge in technological development, with most becoming space faring societies independently. They travelled the stars, finding other aliens and soon one another. As they linked together and refound themselves, their purpose grew in intensity. They strived to discover their Gods, the aliens who&#039;s ruined structures gave birth to their Species and their purpose in this world.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Slime People were birthed from the ruins of ancient xenos megastructures, which hold religious significance to them. They see these structures and the technology and artifacts found within as holy relics, birthing grounds created by the gods that gave them life. As they ventured out into the wider galaxy, their journey became not an exploration, but a pilgrimage. A journey to find their gods, or at the very least to discover what happened to them. This drive and goal has brought them into conflict with many of the other civilizations in the galaxy, who often pillage these ancient structures for research, desecrating what the Slime People consider to be holy sites.&lt;br /&gt;
&lt;br /&gt;
There are many sects of the Slime People&#039;s religion with different beliefs, often derived from the environment they were birthed from. Those from factories tend to believe their creation was deliberate, the will of the gods. Those from bunkers and cities believe the gods created them as a last ditch effort to survive whatever calamity destroyed them, that they are the inheritors of their gods&#039; legacy. Others still believe their creation to be an accident, happenstance. The largest schism in their faith stands between those who believe their gods are dead and seek to discover what happened to them, and those who believe their gods are still alive somewhere in the galaxy. This schism is one of the few things that has ever driven the Slime People to war amongst themselves, disturbing the typical unity they find in their shared faith.&lt;br /&gt;
&lt;br /&gt;
=== Family and Community ===&lt;br /&gt;
Slime People lack a strong sense of community, in part due to their own individual struggles with identity. They tend to conform to whatever communities they find themselves within, molding themselves to those expectations and norms rather than imposing or preserving their own. Because of this, depending on where a Slime is from, their views on many things can vary wildly. If a culture is more monogamous and has a strong image of a &#039;nuclear family&#039;, they will adapt it. If the culture is polymerous and trends towards communal raising of their offspring, they will adapt that instead. This much variety in their culture has also caused conflicts in-between the Slime People. &lt;br /&gt;
&lt;br /&gt;
=== Fashion and Aesthetics ===&lt;br /&gt;
Like everything else about the Slime People, they tend to adapt to whatever culture they find themselves living within. Some elements of their original culture do shine through here, however. These influences are often a consequence of the megastructure that birthed them. Much of their architecture and design aesthetic tends to match these alien ruins, with geometric brutalist shapes for important buildings, usually adopted by Slime People birthed from factories and cities. Other ruins have a more smooth, almost bubbly organic style which is reflected in their culture, with flowy clothing and curved buildings.&lt;br /&gt;
&lt;br /&gt;
Something that doesn&#039;t often change is that important government buildings, factories, and other places that are meant to reflect authority heavily draw from the design of the ruins that birthed them in shape and coloration, dark and depressing. Though, due to their social habit of conforming to their environment, Slime People&#039;s clothes and other social spaces also tend to vary immensely. From highly colorful and uniquely designed clothes to dark, strictly boring designed clothes, they have an immense variety from world to world, which also applies to their architectures. During the period of time where the Slime People first encountered each other in the grand vastness of space, this specific part of their culture seemed to have flourished and was mixed into a &#039;melting pot&#039;, where several architectural movements have occurred in their past that tried to blend the two aesthetics, with brutalist and harsh architecture colored in bright pinks and blues. Nowadays, Slime People share this immense variety and contrast for both clothes and architecture that their ancestors developed, being one of the exoticized features of their culture that other Species tend to focus on when trying to &#039;replicate&#039; the &#039;authentic&#039; Slime People style. One notable thing is the prevalence of impermeable clothes to protect slimes from weather, as their biological weakness to water makes them susceptible to them getting burned as the pH of their proteins get unbalanced, so it&#039;s very common to see Slime People wearing full-body covering clothes that protect them.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Slime People governments follow standard trends in the galaxy, monarchies that evolved into democracies of various flavors. The acceleration that occurred due to their access to xeno technology made the transitionary periods incredibly rapid, and very violent. On the galactic scale, all planets occupied by Slime People have integrated fully into the various other galactic powers. Seven worlds are members of the Trans-Solar Federation, nine world are members of the Skrellian Central Authority, and two worlds are members of the Union of Soviet Socialist Planets. Another dozen are members of smaller coalitions and federations. Almost none have bothered to keep much of their autonomy.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
While strictly against the foreign use of their relics, the Slime People have often found a place in the market to sell their own technological inventions derived from those relics. They also often export their textiles, with Slime clothes finding a popular foothold amongst the younger generations closer to Earth especially. Due to their rapid expansion and disjointed points of origin, they lack a strong economic base and a notable number of their worlds are less than ideal for habitation and heavily rely on imports of food from the governments they have integrated into, making these worlds susceptible to famine and material shortages. This is of little concern to them, despite the anxiety it induces in their allies- a famine now and then means little when their population can bounce back so easily.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Some Slime People smell and taste vaguely fruity.&lt;br /&gt;
* While Slime People, generally, dislike what they consider to be theft of their holy relics, which usually puts them at odds with Xenoarcheologists, their adaptable nature means that quite a few have found themselves working in these exact same scientific institutes themselves. No culture is a monolith after all, not all Slimes are religious anymore.&lt;br /&gt;
* Slime People can procreate naturally amongst themselves, and this is how the majority of them are born today. They do also still form naturally on their home worlds, in the holy sites they hold so dear. There is a small amount of assumed specialness and elevated expectation placed on these &#039;natural&#039; Slimes by their kin, but it varies from world to world.&lt;/div&gt;</summary>
		<author><name>Medoyk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1002</id>
		<title>WIP Slimes</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1002"/>
		<updated>2025-07-05T23:54:24Z</updated>

		<summary type="html">&lt;p&gt;Medoyk: Corrected mistakes, added slight additions like their various cultures causing them to be one of the few reasons they have conflicts in-between each other, and also that their search for the gods gave them purpose.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader&lt;br /&gt;
|speciesName      = Slime People&lt;br /&gt;
|img              = Slime.png&lt;br /&gt;
|playability      = Round Start&lt;br /&gt;
|generalFeatures  = &amp;lt;nowiki&amp;gt; Breathes nitrogen. Breathes slower. Can process 6 reagents at once. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|positiveFeatures = &amp;lt;nowiki&amp;gt; Double natural regen. Have a 2x3 internal storage in their body. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|negativeFeatures = &amp;lt;nowiki&amp;gt; Damaged by water. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|weaknesses       = &amp;lt;nowiki&amp;gt; Take 20% more slash and piercing damage. Take 50% more cold damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|resistances      = &amp;lt;nowiki&amp;gt; Take 40% less blunt damage. Take 80% less asphyxiation damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Slime People ==&lt;br /&gt;
The Slime People, lacking a better name, are a fairly new Species in the grander scheme of the Universe. Their history is short by every other Species&#039; standards, and their culture is fragmented. Despite this their rise onto the galactic scene has been expedient and dramatic, as they rapidly adjusted to the various societies they found themselves integrating within. Their versatility is perhaps their greatest strength, and it has allowed them to flourish.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Slime People are an artificial Species, though they were not developed with intentionality. Their existence is accidental, and that shows through in their biology. Slime People possess most of the basic organs that commonly develop. Lungs, stomachs, eyes and ears and mouths. However, they lack many of the tertiary parts generally found in more traditional organics. Their hearts pump to move fluids around the inside of their membranes without the need for any veins or arteries, similar to an insect. Their membranes are highly absorbent and are especially reactive with water, which is caustic to them. Interestingly, despite this, their internal organs are capable of processing water and several require it to function.&lt;br /&gt;
&lt;br /&gt;
Slimes maintain their semi-solid forms through surface tension and internal pressure, lacking any bones. Slimes breathe nitrogen, processing it in their lungs and binding it to their internal fluids, where it is then used by various chemical processes in their body. They are capable of filtering out oxygen and other gases and exhaling them, so they do not require special equipment to function on a space station.&lt;br /&gt;
&lt;br /&gt;
Most interestingly, they lack a traditional brain, instead having a &#039;core&#039; that fulfills the same role. Slime cores are ill understood - while all Slime People have a core, some non-intelligent slime creatures also do. There is practically no evidence of any difference between slime creatures with a core, and those without, though some test subjects have been seen developing and forming cores in laboratory conditions.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Slime People, and Slimes in general, have developed independently across dozens of worlds spanning the galaxy. They are so widespread that it is believed there may still be upwards of a hundred uncontacted groups of them on various planets across the galaxy. Despite their far-spanning origins, which may imply dozens of unique Species, the Slime People all share a common element in their creation that makes them all biologically related.&lt;br /&gt;
&lt;br /&gt;
Hundreds of thousands of years ago, ancient civilizations spanned the galaxy. While almost nothing is known of these people, what they left behind holds great significance for scientists across the galaxy, and for the Slime People. When the ancient aliens vanished, they left behind monolithic structures filled with machinery and devices that we can scarce comprehend. Xenoarcheology has spent decades studying these artifacts, yielding very little in return for their effort.&lt;br /&gt;
&lt;br /&gt;
The megastructures left behind by these ancient aliens, left rotting and decaying on worlds across the galaxy, gave birth to the first Slimes and Slime People. Despite being born independently on planets spread so far apart, this shared origin from the industrial runoff and decay of these ancient structures gives all Slime People a sense of community, and a very similar biology and physical form.&lt;br /&gt;
&lt;br /&gt;
Slime people have only existed for roughly 1000 years according to estimates, but in this time many of their societies achieved what took others tens of thousands of years. Their close relationship with, and worship of, the ancient xeno technology gave them an edge in technological development, with most becoming space faring societies independently. They travelled the stars, finding other aliens and soon one another. As they linked together and refound themselves, their purpose grew in intensity. They strived to discover their Gods, the aliens who&#039;s ruined structures gave birth to their Species and their purpose in this world.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Slime People were birthed from the ruins of ancient xenos megastructures, which hold religious significance to them. They see these structures and the technology and artifacts found within as holy relics, birthing grounds created by the gods that gave them life. As they ventured out into the wider galaxy, their journey became not an exploration, but a pilgrimage. A journey to find their gods, or at the very least to discover what happened to them. This drive and goal has brought them into conflict with many of the other civilizations in the galaxy, who often pillage these ancient structures for research, desecrating what the Slime People consider to be holy sites.&lt;br /&gt;
&lt;br /&gt;
There are many sects of the Slime People&#039;s religion with different beliefs, often derived from the environment they were birthed from. Those from factories tend to believe their creation was deliberate, the will of the gods. Those from bunkers and cities believe the gods created them as a last ditch effort to survive whatever calamity destroyed them, that they are the inheritors of their gods&#039; legacy. Others still believe their creation to be an accident, happenstance. The largest schism in their faith stands between those who believe their gods are dead and seek to discover what happened to them, and those who believe their gods are still alive somewhere in the galaxy. This schism is one of the few things that has ever driven the Slime People to war amongst themselves, disturbing the typical unity they find in their shared faith.&lt;br /&gt;
&lt;br /&gt;
=== Family and Community ===&lt;br /&gt;
Slime People lack a strong sense of community, in part due to their own individual struggles with identity. They tend to conform to whatever communities they find themselves within, molding themselves to those expectations and norms rather than imposing or preserving their own. Because of this, depending on where a Slime is from, their views on many things can vary wildly. If a culture is more monogamous and has a strong image of a &#039;nuclear family&#039;, they will adapt it. If the culture is polymerous and trends towards communal raising of their offspring, they will adapt that instead. This much variety in their culture has also caused conflicts in-between the Slime People. &lt;br /&gt;
&lt;br /&gt;
=== Fashion and Aesthetics ===&lt;br /&gt;
Like everything else about the Slime People, they tend to adapt to whatever culture they find themselves living within. Some elements of their original culture do shine through here, however. These influences are often a consequence of the megastructure that birthed them. Much of their architecture and design aesthetic tends to match these alien ruins, with geometric brutalist shapes for important buildings, usually adopted by Slime People birthed from factories and cities. Other ruins have a more smooth, almost bubbly organic style which is reflected in their culture, with flowy clothing and curved buildings.&lt;br /&gt;
&lt;br /&gt;
There is a strong unifying trend between all groups, however. While important government buildings, factories, and other places that are meant to reflect authority heavily draw from the design of the ruins that birthed them in shape and coloration- drap dark and almost depressing, Slime People&#039;s clothes and social spaces tend to be exceedingly colorful, ranging from Cyberpop to Decora in design and coloration. It is far from uncommon to see brightly colored suits and uniforms worn by officials, even those working in the drearies&#039; government buildings, and several architectural movements have occurred in their past that tried to blend the two aesthetics, with brutalist and harsh architecture colored in bright pinks and blues. This extreme contrast became one of the exoticized features of their culture that other Species tend to focus on when trying to &#039;replicate&#039; the &#039;authentic&#039; Slime People style.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Slime People governments follow standard trends in the galaxy, monarchies that evolved into democracies of various flavors. The acceleration that occurred due to their access to xeno technology made the transitionary periods incredibly rapid, and very violent. On the galactic scale, all planets occupied by Slime People have integrated fully into the various other galactic powers. Seven worlds are members of the Trans-Solar Federation, nine world are members of the Skrellian Central Authority, and two worlds are members of the Union of Soviet Socialist Planets. Another dozen are members of smaller coalitions and federations. Almost none have bothered to keep much of their autonomy.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
While strictly against the foreign use of their relics, the Slime People have often found a place in the market to sell their own technological inventions derived from those relics. They also often export their textiles, with Slime clothes finding a popular foothold amongst the younger generations closer to Earth especially. Due to their rapid expansion, they lack a strong economic base and many of their worlds rely on imports of food from the governments they have integrated into, making them very susceptible to famine and material shortages. This is of little concern to them, despite the anxiety it induces in their allies- a famine now and then means little when their population can bounce back so easily.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Some Slime People smell and taste vaguely fruity.&lt;br /&gt;
* While Slime People, generally, dislike what they consider to be theft of their holy relics, which usually puts them at odds with Xenoarcheologists, their adaptable nature means that quite a few have found themselves working in these exact same scientific institutes themselves. No culture is a monolith after all, not all Slimes are religious anymore.&lt;br /&gt;
* Slime People can procreate naturally amongst themselves, and this is how the majority of them are born today. They do also still form naturally on their home worlds, in the holy sites they hold so dear. There is a small amount of assumed specialness and elevated expectation placed on these &#039;natural&#039; Slimes by their kin, but it varies from world to world.&lt;/div&gt;</summary>
		<author><name>Medoyk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=974</id>
		<title>WIP spacelaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_spacelaw&amp;diff=974"/>
		<updated>2025-06-30T16:59:32Z</updated>

		<summary type="html">&lt;p&gt;Medoyk: added common rights, adjusted times for sentencing, added some notes related to magi and executions as well as that arresting officers must take care of any and all sentencing , modified some wording, added the &amp;quot;Enemy of the Corporation&amp;quot; part by Grape which replaces the previous changeling part&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.&lt;br /&gt;
&lt;br /&gt;
Foreign invaders from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, are not foreign invaders so are usually protected by Corporate Law.&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;
=== 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 know 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;
=== 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;
=== Sentencing ===&lt;br /&gt;
&amp;lt;u&amp;gt;Any sentencing is the responsibility of the arresting officer.&amp;lt;/u&amp;gt; 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 before being escorted out of Security. 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. &amp;lt;u&amp;gt;Sentences of over 30 minutes&amp;lt;/u&amp;gt; must only be given in cases where Corporate Law would permit permanent confinement, and must be done with the Warden or Head of Security&#039;s direct approval.&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 common sense and humanity when issuing punishments. You should not 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.&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 Syndicate Possession, the maximum sentence would be &amp;lt;u&amp;gt;45 minutes&amp;lt;/u&amp;gt; due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be &amp;lt;u&amp;gt;50 minute&amp;lt;/u&amp;gt;s 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 goes to commit the same crime again within the same shift. Repeated crimes can be charged with tacked-on time. The first repeat adds 5 minutes, the second 10 minutes, and the third may permit permanent confinement.&lt;br /&gt;
* Accessory, Attempting, and Intention: If someone intentionally, knowingly and substantially assists someone in enacting a crime they can be charged with the relevant crimes, such as an engineer giving someone tools, who says they are going to break into an area. Same goes for a clear and solid attempt at a crime, or a person who shows clear intent to act out a crime, such as a terrorist arming a nuke but getting arrested before it goes off, they can still be charged with terrorism. &amp;lt;u&amp;gt;This also includes inciting a crime, for example, a head revolutionary telling his revolutionaries to murder a command member.&amp;lt;/u&amp;gt; Does not apply to crimes that have an attempted listing already, such as attempted murder. &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: Being held in the permanent brig for the remaining duration of the shift. A person is eligible for permanent confinement if their timed sentence would exceed 15 minutes. 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 the section &amp;quot;Treatment Of Prisoners&amp;quot;.&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. &amp;lt;u&amp;gt;Note: Contrary to popular belief, the Magistrate cannot authorize an execution, but they can decide to block an execution&amp;lt;/u&amp;gt;.&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 totalling less than &amp;lt;u&amp;gt;15&amp;lt;/u&amp;gt; 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;
=== 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 operate under the command of the Head of Security and not circumvent Security, unless directly 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.&amp;lt;!-- note: I would personally want possession of syndicate contraband be an extreme crime with a note detailing in which case they can be charged with said crime (aka actively using it, they cant be charged with an extreme crime if they didnt use it or willingly turned it in) --&amp;gt;&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;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RW|Possession: Syndicate (2)]]&lt;br /&gt;
|&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;
|&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#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&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;
|&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 Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage 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&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 may result in jail time of up to &amp;lt;u&amp;gt;10 minutes&amp;lt;/u&amp;gt; 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-sapient 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 Captain or the Head of Security. This includes items restricted to a specific department.&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;
&amp;lt;u&amp;gt;Those who commit a moderate crime may receive a sentence ranging from 5 to 15 minutes per moderate crime committed. It is to be noted that possession of harmless syndicate contraband is to be charged within the bounds of this section.s&amp;lt;/u&amp;gt;&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 authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to Security or Command are deemed as major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction 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;
&amp;lt;u&amp;gt;Those who commit a major crime may receive a sentence between 10 and 25 minutes per major crime committed.&amp;lt;/u&amp;gt; Major assault and manslaughter are linked crimes and do not stack against a suspect. Additionally, reduced sentencing is recommended for compliant suspects. &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:#2f3832;&amp;quot; id=&amp;quot;Possession RW&amp;quot; | Possession or Use of Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Syndicate contraband. Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&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; | 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;
| 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 sapient being 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;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Those who commit an extreme crime may receive a sentence ranging from 25 to 45 minutes per extreme crime committed.&amp;lt;/u&amp;gt; Particularly violent offenders may be placed in permanent confinement. Attempted murder and murder are linked crimes and cannot be stacked together. Attempted murderers should be granted lesser sentences than an actual murderer.&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;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sapient 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 sapient being 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 sapient being. 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 &amp;lt;u&amp;gt;permanent confinement&amp;lt;/u&amp;gt;, or executed with authority from the Captain. Emergency executions may be enacted by 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&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 sapient beings with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Common Rights of Sentient Beings&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;The right to live.&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&amp;lt;u&amp;gt;No one can take a life without the appropriate procedure, or permission from an authorized person. Everyone has the right to cloning and resuscitation, and should not be deprived of this right without legal grounds, otherwise it is equivalent to murder.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;The right for dignity.&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&amp;lt;u&amp;gt;It is forbidden to force a sentient being to perform actions that degrade its dignity, to intentionally show disrespect to it, or to groundlessly and publicly discredit its business reputation.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;The right for freedom and inviolability.&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&amp;lt;u&amp;gt;The right for freedom can be deprived only by a decision of the Central Command or the Security Department in connection with the violation of the Corporate Law, quarantine or investigative actions, as well as in the event of emergency situations.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;The right for privacy.&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&amp;lt;u&amp;gt;No one is obliged to report or transfer data about their private life. Information about it must be hidden from outsiders, unless otherwise dictated by investigative actions or regulatory legal acts.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;The right for health protection and medical care.&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&amp;lt;u&amp;gt;Everyone has the right to medical care, cloning, resuscitation, and euthanasia in case of an incurable disease, as well as to refuse any medical intervention, unless otherwise provided for by the relevant procedure.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;The right to own property.&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&amp;lt;u&amp;gt;No one has the right to seize property unless it is contraband, evidence, or its possession is prohibited by the Corporate Law.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;Presumption of innocence.&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&amp;lt;u&amp;gt;Every person accused of a crime has the right to be presumed innocent until proven guilty according to law by a public hearing at which he has been given all the means for his defense. No person can be imprisoned based on circumstantial evidence alone.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;The right for freedom of religion.&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&amp;lt;u&amp;gt;Religious associations are separate from the corporation and equal before its law. Any faith is allowed as long as it does not violate other rights or laws. 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. 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.&amp;lt;/u&amp;gt;&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 is treated the same as violence against any other sapient creature, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder.&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;
=== &amp;lt;u&amp;gt;Enemy of Corporation.&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&amp;lt;u&amp;gt;Confirmed Changelings are not legally protected by Space 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. 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.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Any being confirmed to have been working for rivaling corporations/The Syndicate (Agents, Vampires, Changelings) through corresponding procedure (Blood tests for changelings, bible tests for vampires, open uplinks for agents) or detected utilizing supernatural powers/rival technology to commit a crime, is to be considered an Enemy of Corporation, and therefore is required to be placed into permanent confinement, then delivered to Central Command for interrogation. Execution of such individuals is only allowed in case of highly violent behavior or in the cases of changelings.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Possession of any unauthorized cybernetics produced by rivaling corporations is not permitted on sites belonging to NanoTrasen. Any person caught having such is to be considered an Enemy of Corporation.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;The Carnival Treaties&amp;lt;/u&amp;gt; ===&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>Medoyk</name></author>
	</entry>
</feed>