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	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nyxu</id>
	<title>Starlight wiki - User contributions [en]</title>
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	<updated>2026-04-05T09:26:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.starlight.network/index.php?title=Avali_WIP&amp;diff=1805</id>
		<title>Avali WIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Avali_WIP&amp;diff=1805"/>
		<updated>2025-11-26T02:54:05Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: Nyxu moved page Avali WIP to Avali: Submitted for Approval. &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Avali]]&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Avali&amp;diff=1804</id>
		<title>Avali</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Avali&amp;diff=1804"/>
		<updated>2025-11-26T02:54:05Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: Nyxu moved page Avali WIP to Avali: Submitted for Approval. &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Illuminatelogo.webp|alt=An orange symbol of a circle with three feathers fanned out towards the right side|thumb|The Tri-Feather, symbol of the Illuminate Central Government]]&lt;br /&gt;
&lt;br /&gt;
= Space Raptors with Ammonia Blood =&lt;br /&gt;
Named after their homeworld, Avalon, Avali hail from a subzero moon with significant amounts of liquid ammonia on its surface. This environment led to an ecosystem of life using liquid ammonia instead of water as the primary solvent. &lt;br /&gt;
&lt;br /&gt;
They are a pack-focused, collectivist race, with tight bonds amongst their 3-5 packmates. They can range from serious to silly like any group of individuals, and exceptions exist to just about every rule.&lt;br /&gt;
&lt;br /&gt;
== Playing an Avali (Out of Character Information) ==&lt;br /&gt;
You’ll more often than not see Avali with the naming convention of “Urist, Raptor Pack”- fairly self-explanatory: they are part of a pack known as “Raptor” and go by Urist. When naming your own Avali, remember that your pack doesn’t need to be fellow players, and your character was &#039;&#039;probably&#039;&#039; raised in a pack from birth. The wider story of the Illuminate and their history on Avalon is here for players to have shared history, but there are myriad Independent tribes and colonies scattered throughout the stars with their own yet-unwritten histories and cultures for you to define for yourself.&lt;br /&gt;
&lt;br /&gt;
== Tradition Vs Progress - A War for Unity ==&lt;br /&gt;
As Avali society progressed and spread across their homeworld, each territory and ecosystem developed their own cultures, practices, and language. Avalon&#039;s ever-shifting glaciers and terrain meant that these cities and colonies would occasionally collide- when resources ran particularly scarce, this collision could lead to smaller-scale wars. None, of course, reached the intensity of the war between the Traditionalists and the Illuminate. Not only fighting for resources, the Illuminate and Traditionalists both sought to control every facet of life when it came to Avali. The Traditionalists sought tight, unified control under a central group of leaders tasked with the maintenance of their collective ideologies- all others would be removed if they deviated from this establishment. The Illuminate, on the other hand, wanted to leverage the collective power of the cities in a unified whole, pushing technological progression and freedom of information. To the Illuminate, outliers would be left to their ways, rather than excised as a threat. This grand civil war&#039;s devastation took the Avali to the brink of extinction, with the Illuminate eventually claiming victory and spending the next decades rebuilding.&lt;br /&gt;
&lt;br /&gt;
== Illuminate Central Government ==&lt;br /&gt;
After the war, Avalon&#039;s society was reformed, and largely remains, under the Illuminate Central Government, recognized easily by their Tri-Feather emblem. Under the meticulous, algorithmic planning of The Oracle (a powerful AI developed by the Illuminate), Avali in Illuminate-controlled colonies and cities experience a comfortable life; as resource distribution is heavily managed to ensure a relatively high standard of living. Despite appearing as a tech-utopia on the surface,  the cost of progress is high. When lean times and shortfalls are projected, The Oracle takes measures to reduce future demand via strict population controls some would consider barbaric. This painful memory has largely faded in the populace, but a wary respect for the past is kept.&lt;br /&gt;
&lt;br /&gt;
== Independent Colonies ==&lt;br /&gt;
Not all Avali colonies are under the direct control of the Illuminate, preferring their independence while maintaining economic relations and following the shared laws. These colonies have their own distinct cultures and customs. Many of the Avali working under Central Command are from these independent colonies- hailing from roaming flotillas of Avali vessels, smaller “habitable” worlds, or even mixed-species stations and worlds. As such, you can expect there to be major commonalities (like their pack structure), but their culture is not nearly as monolithic as the Illuminate Central Government would lead outsiders to believe.&lt;br /&gt;
&lt;br /&gt;
== Mentality ==&lt;br /&gt;
Where most cultures have a focus on the “self” - the individual, their ambitions, needs, and wellbeing - Avali psychology places the Pack above the individual in almost all cases. Packs will specialize in a particular type of role as a collective, while individuals will have distinguishing skills, hobbies, interests, and aesthetic preferences. More complicated tasks often rely on subdivision of labor amongst members, with a leader taking up the project manager role. &lt;br /&gt;
&lt;br /&gt;
In general society, Avali packs are rarely separated from each other save the occasional errand; Avali under Central Command and NanoTrasen have been trained (or conditioned) to function with enough independence to remain productive without a full pack’s support-  often by forming ad-hoc pack bonds with their department or other crewmates. The presence of the Nexus is a major factor in their ability to serve as productive employees, as being able to connect with other Avali on-station helps keep a pack-like connection active. &lt;br /&gt;
&lt;br /&gt;
== Kit packs ==&lt;br /&gt;
Rather than being raised in family units, most Avali are raised communally in “kit packs”, groups of youngsters hatched at similar times that are raised and socialized together. This can be equivalent in relation to schoolmates, cousins, or even siblings in more human-like family units. Kitpacks have designated packs of mentors, caretakers, and educators throughout their adolescence to prepare them for adult life and integrate them into their future careers. Generally speaking, Kitpacks remain together throughout their lives, as pack bonding beyond the kit stage tends to be a complex affair. &lt;br /&gt;
&lt;br /&gt;
== Pack Bonding and Pack loss ==&lt;br /&gt;
When an Avali is permanently separated from their pack, or loses a member of their pack, it is very similar to losing a close family member or a part of oneself in other cultures. This often leads to a degenerative psychological condition known as “Pack Loss”.  This condition presents with insomnia, depression, anxiety disorders, and auditory hallucinations in more advanced stages. Treatment tends to be focused on low-stress duties, self-care, and therapeutics. Psicodine has proven at least moderately effective at treating symptoms. In rare, extreme cases, Packloss can progress to “Pack broken”- a point at which they achieve self-isolation Further detail on the varieties of this condition can be found in other resources&lt;br /&gt;
&lt;br /&gt;
Avali psychology and pack-based mentality led to complications with their integration into NT-CC employee rolls, as contracts are for individual employees in most cases, where pack-sized contracts that ensure a group remains together are harder to manage logistically. Thankfully, after some intensive research and minor augmentation, NT-CC employees are able to more readily pack-bond within their shift without running the risk of suffering from Pack Loss should someone change departments or at shift end.&lt;br /&gt;
&lt;br /&gt;
== Modifications and Augmentation ==&lt;br /&gt;
Augmentation is fully normalized and integrated into Avali culture at large, with cybernetics, prosthetics, genetic modification (to prevent congenital disease or defect), and cosmetic modifications as some of the most common. Fully ubiquitous is the use of eye augmentation, bringing their vision at minimum up to the “standard” vision of other species, and thermal regulatory cybernetics embedded in their bodies allow them to function comfortably in the temperature range often experienced in most stations. &lt;br /&gt;
&lt;br /&gt;
=== Nanomachines and Nanites ===&lt;br /&gt;
While not as visible in most situations, one of the most startling things to witness Avali utilizing is their Nanite Shell- an emergency medical activation of otherwise dormant nanites in their bloodstream. This shell does not prevent &#039;&#039;new&#039;&#039; injuries from forming, but provides a rapid recovery from most “brute” category damage as well as burn injuries. &lt;br /&gt;
&lt;br /&gt;
If an Avali has entered this form of stasis, they are unable to move under their own power, and dragging them is prohibitively difficult. Bodily lifting them, however, is recommended for removing an Avali from danger.&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Avali&amp;diff=1803</id>
		<title>Avali</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Avali&amp;diff=1803"/>
		<updated>2025-11-26T02:02:26Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: /* Illuminate Central Government */  Added detail about the actual Civil War and Traditionalists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Illuminatelogo.webp|alt=An orange symbol of a circle with three feathers fanned out towards the right side|thumb|The Tri-Feather, symbol of the Illuminate Central Government]]&lt;br /&gt;
&lt;br /&gt;
= Space Raptors with Ammonia Blood =&lt;br /&gt;
Named after their homeworld, Avalon, Avali hail from a subzero moon with significant amounts of liquid ammonia on its surface. This environment led to an ecosystem of life using liquid ammonia instead of water as the primary solvent. &lt;br /&gt;
&lt;br /&gt;
They are a pack-focused, collectivist race, with tight bonds amongst their 3-5 packmates. They can range from serious to silly like any group of individuals, and exceptions exist to just about every rule.&lt;br /&gt;
&lt;br /&gt;
== Playing an Avali (Out of Character Information) ==&lt;br /&gt;
You’ll more often than not see Avali with the naming convention of “Urist, Raptor Pack”- fairly self-explanatory: they are part of a pack known as “Raptor” and go by Urist. When naming your own Avali, remember that your pack doesn’t need to be fellow players, and your character was &#039;&#039;probably&#039;&#039; raised in a pack from birth. The wider story of the Illuminate and their history on Avalon is here for players to have shared history, but there are myriad Independent tribes and colonies scattered throughout the stars with their own yet-unwritten histories and cultures for you to define for yourself.&lt;br /&gt;
&lt;br /&gt;
== Tradition Vs Progress - A War for Unity ==&lt;br /&gt;
As Avali society progressed and spread across their homeworld, each territory and ecosystem developed their own cultures, practices, and language. Avalon&#039;s ever-shifting glaciers and terrain meant that these cities and colonies would occasionally collide- when resources ran particularly scarce, this collision could lead to smaller-scale wars. None, of course, reached the intensity of the war between the Traditionalists and the Illuminate. Not only fighting for resources, the Illuminate and Traditionalists both sought to control every facet of life when it came to Avali. The Traditionalists sought tight, unified control under a central group of leaders tasked with the maintenance of their collective ideologies- all others would be removed if they deviated from this establishment. The Illuminate, on the other hand, wanted to leverage the collective power of the cities in a unified whole, pushing technological progression and freedom of information. To the Illuminate, outliers would be left to their ways, rather than excised as a threat. This grand civil war&#039;s devastation took the Avali to the brink of extinction, with the Illuminate eventually claiming victory and spending the next decades rebuilding.&lt;br /&gt;
&lt;br /&gt;
== Illuminate Central Government ==&lt;br /&gt;
After the war, Avalon&#039;s society was reformed, and largely remains, under the Illuminate Central Government, recognized easily by their Tri-Feather emblem. Under the meticulous, algorithmic planning of The Oracle (a powerful AI developed by the Illuminate), Avali in Illuminate-controlled colonies and cities experience a comfortable life; as resource distribution is heavily managed to ensure a relatively high standard of living. Despite appearing as a tech-utopia on the surface,  the cost of progress is high. When lean times and shortfalls are projected, The Oracle takes measures to reduce future demand via strict population controls some would consider barbaric. This painful memory has largely faded in the populace, but a wary respect for the past is kept.&lt;br /&gt;
&lt;br /&gt;
== Independent Colonies ==&lt;br /&gt;
Not all Avali colonies are under the direct control of the Illuminate, preferring their independence while maintaining economic relations and following the shared laws. These colonies have their own distinct cultures and customs. Many of the Avali working under Central Command are from these independent colonies- hailing from roaming flotillas of Avali vessels, smaller “habitable” worlds, or even mixed-species stations and worlds. As such, you can expect there to be major commonalities (like their pack structure), but their culture is not nearly as monolithic as the Illuminate Central Government would lead outsiders to believe.&lt;br /&gt;
&lt;br /&gt;
== Mentality ==&lt;br /&gt;
Where most cultures have a focus on the “self” - the individual, their ambitions, needs, and wellbeing - Avali psychology places the Pack above the individual in almost all cases. Packs will specialize in a particular type of role as a collective, while individuals will have distinguishing skills, hobbies, interests, and aesthetic preferences. More complicated tasks often rely on subdivision of labor amongst members, with a leader taking up the project manager role. &lt;br /&gt;
&lt;br /&gt;
In general society, Avali packs are rarely separated from each other save the occasional errand; Avali under Central Command and NanoTrasen have been trained (or conditioned) to function with enough independence to remain productive without a full pack’s support-  often by forming ad-hoc pack bonds with their department or other crewmates. The presence of the Nexus is a major factor in their ability to serve as productive employees, as being able to connect with other Avali on-station helps keep a pack-like connection active. &lt;br /&gt;
&lt;br /&gt;
== Kit packs ==&lt;br /&gt;
Rather than being raised in family units, most Avali are raised communally in “kit packs”, groups of youngsters hatched at similar times that are raised and socialized together. This can be equivalent in relation to schoolmates, cousins, or even siblings in more human-like family units. Kitpacks have designated packs of mentors, caretakers, and educators throughout their adolescence to prepare them for adult life and integrate them into their future careers. Generally speaking, Kitpacks remain together throughout their lives, as pack bonding beyond the kit stage tends to be a complex affair. &lt;br /&gt;
&lt;br /&gt;
== Pack Bonding and Pack loss ==&lt;br /&gt;
When an Avali is permanently separated from their pack, or loses a member of their pack, it is very similar to losing a close family member or a part of oneself in other cultures. This often leads to a degenerative psychological condition known as “Pack Loss”.  This condition presents with insomnia, depression, anxiety disorders, and auditory hallucinations in more advanced stages. Treatment tends to be focused on low-stress duties, self-care, and therapeutics. Psicodine has proven at least moderately effective at treating symptoms. In rare, extreme cases, Packloss can progress to “Pack broken”- a point at which they achieve self-isolation Further detail on the varieties of this condition can be found in other resources&lt;br /&gt;
&lt;br /&gt;
Avali psychology and pack-based mentality led to complications with their integration into NT-CC employee rolls, as contracts are for individual employees in most cases, where pack-sized contracts that ensure a group remains together are harder to manage logistically. Thankfully, after some intensive research and minor augmentation, NT-CC employees are able to more readily pack-bond within their shift without running the risk of suffering from Pack Loss should someone change departments or at shift end.&lt;br /&gt;
&lt;br /&gt;
== Modifications and Augmentation ==&lt;br /&gt;
Augmentation is fully normalized and integrated into Avali culture at large, with cybernetics, prosthetics, genetic modification (to prevent congenital disease or defect), and cosmetic modifications as some of the most common. Fully ubiquitous is the use of eye augmentation, bringing their vision at minimum up to the “standard” vision of other species, and thermal regulatory cybernetics embedded in their bodies allow them to function comfortably in the temperature range often experienced in most stations. &lt;br /&gt;
&lt;br /&gt;
=== Nanomachines and Nanites ===&lt;br /&gt;
While not as visible in most situations, one of the most startling things to witness Avali utilizing is their Nanite Shell- an emergency medical activation of otherwise dormant nanites in their bloodstream. This shell does not prevent &#039;&#039;new&#039;&#039; injuries from forming, but provides a rapid recovery from most “brute” category damage as well as burn injuries. &lt;br /&gt;
&lt;br /&gt;
If an Avali has entered this form of stasis, they are unable to move under their own power, and dragging them is prohibitively difficult. Bodily lifting them, however, is recommended for removing an Avali from danger.&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Avali&amp;diff=1797</id>
		<title>Avali</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Avali&amp;diff=1797"/>
		<updated>2025-11-25T03:55:31Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: /* Playing an Avali */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Illuminatelogo.webp|alt=An orange symbol of a circle with three feathers fanned out towards the right side|thumb|The Tri-Feather, symbol of the Illuminate Central Government]]&lt;br /&gt;
&lt;br /&gt;
= Space Raptors with Ammonia Blood =&lt;br /&gt;
Named after their homeworld, Avalon, Avali hail from a subzero moon with significant amounts of liquid ammonia on its surface. This environment led to an ecosystem of life using liquid ammonia instead of water as the primary solvent. &lt;br /&gt;
&lt;br /&gt;
They are a pack-focused, collectivist race, with tight bonds amongst their 3-5 packmates. They can range from serious to silly like any group of individuals, and exceptions exist to just about every rule.&lt;br /&gt;
&lt;br /&gt;
== Playing an Avali (Out of Character Information) ==&lt;br /&gt;
You’ll more often than not see Avali with the naming convention of “Urist, Raptor Pack”- fairly self-explanatory: they are part of a pack known as “Raptor” and go by Urist. When naming your own Avali, remember that your pack doesn’t need to be fellow players, and your character was &#039;&#039;probably&#039;&#039; raised in a pack from birth. The wider story of the Illuminate and their history on Avalon is here for players to have shared history, but there are myriad Independent tribes and colonies scattered throughout the stars with their own yet-unwritten histories and cultures for you to define for yourself.&lt;br /&gt;
&lt;br /&gt;
== Illuminate Central Government ==&lt;br /&gt;
Avali culture on Avalon, after generations of living as nomadic, loosely-associated tribes and colonies and a civil war that devastated the population and almost led to total societal collapse, was reformed under a central government known as the Illuminate, recognized easily by their Tri-Feather emblem. Under the meticulous, algorithmic planning of The Oracle (a powerful AI developed by the Illuminate), Avali in Illuminate-controlled colonies and cities experience a comfortable life; as resource distribution is heavily managed to ensure a relatively high standard of living. Despite appearing as a tech-utopia on the surface,  the cost of progress is high. When lean times and shortfalls are projected, The Oracle takes measures to reduce future demand via strict population controls some would consider barbaric. This painful memory has largely faded in the populace, but a wary respect for the past is kept.&lt;br /&gt;
&lt;br /&gt;
== Independent Colonies ==&lt;br /&gt;
Not all Avali colonies are under the direct control of the Illuminate, preferring their independence while maintaining economic relations and following the shared laws. These colonies have their own distinct cultures and customs. Many of the Avali working under Central Command are from these independent colonies- hailing from roaming flotillas of Avali vessels, smaller “habitable” worlds, or even mixed-species stations and worlds. As such, you can expect there to be major commonalities (like their pack structure), but their culture is not nearly as monolithic as the Illuminate Central Government would lead outsiders to believe.&lt;br /&gt;
&lt;br /&gt;
== Mentality ==&lt;br /&gt;
Where most cultures have a focus on the “self” - the individual, their ambitions, needs, and wellbeing - Avali psychology places the Pack above the individual in almost all cases. Packs will specialize in a particular type of role as a collective, while individuals will have distinguishing skills, hobbies, interests, and aesthetic preferences. More complicated tasks often rely on subdivision of labor amongst members, with a leader taking up the project manager role. &lt;br /&gt;
&lt;br /&gt;
In general society, Avali packs are rarely separated from each other save the occasional errand; Avali under Central Command and NanoTrasen have been trained (or conditioned) to function with enough independence to remain productive without a full pack’s support-  often by forming ad-hoc pack bonds with their department or other crewmates. The presence of the Nexus is a major factor in their ability to serve as productive employees, as being able to connect with other Avali on-station helps keep a pack-like connection active. &lt;br /&gt;
&lt;br /&gt;
== Kit packs ==&lt;br /&gt;
Rather than being raised in family units, most Avali are raised communally in “kit packs”, groups of youngsters hatched at similar times that are raised and socialized together. This can be equivalent in relation to schoolmates, cousins, or even siblings in more human-like family units. Kitpacks have designated packs of mentors, caretakers, and educators throughout their adolescence to prepare them for adult life and integrate them into their future careers. Generally speaking, Kitpacks remain together throughout their lives, as pack bonding beyond the kit stage tends to be a complex affair. &lt;br /&gt;
&lt;br /&gt;
== Pack Bonding and Pack loss ==&lt;br /&gt;
When an Avali is permanently separated from their pack, or loses a member of their pack, it is very similar to losing a close family member or a part of oneself in other cultures. This often leads to a degenerative psychological condition known as “Pack Loss”.  This condition presents with insomnia, depression, anxiety disorders, and auditory hallucinations in more advanced stages. Treatment tends to be focused on low-stress duties, self-care, and therapeutics. Psicodine has proven at least moderately effective at treating symptoms. In rare, extreme cases, Packloss can progress to “Pack broken”- a point at which they achieve self-isolation Further detail on the varieties of this condition can be found in other resources&lt;br /&gt;
&lt;br /&gt;
Avali psychology and pack-based mentality led to complications with their integration into NT-CC employee rolls, as contracts are for individual employees in most cases, where pack-sized contracts that ensure a group remains together are harder to manage logistically. Thankfully, after some intensive research and minor augmentation, NT-CC employees are able to more readily pack-bond within their shift without running the risk of suffering from Pack Loss should someone change departments or at shift end.&lt;br /&gt;
&lt;br /&gt;
== Modifications and Augmentation ==&lt;br /&gt;
Augmentation is fully normalized and integrated into Avali culture at large, with cybernetics, prosthetics, genetic modification (to prevent congenital disease or defect), and cosmetic modifications as some of the most common. Fully ubiquitous is the use of eye augmentation, bringing their vision at minimum up to the “standard” vision of other species, and thermal regulatory cybernetics embedded in their bodies allow them to function comfortably in the temperature range often experienced in most stations. &lt;br /&gt;
&lt;br /&gt;
=== Nanomachines and Nanites ===&lt;br /&gt;
While not as visible in most situations, one of the most startling things to witness Avali utilizing is their Nanite Shell- an emergency medical activation of otherwise dormant nanites in their bloodstream. This shell does not prevent &#039;&#039;new&#039;&#039; injuries from forming, but provides a rapid recovery from most “brute” category damage as well as burn injuries. &lt;br /&gt;
&lt;br /&gt;
If an Avali has entered this form of stasis, they are unable to move under their own power, and dragging them is prohibitively difficult. Bodily lifting them, however, is recommended for removing an Avali from danger.&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Avali&amp;diff=1796</id>
		<title>Avali</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Avali&amp;diff=1796"/>
		<updated>2025-11-25T03:45:08Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: Added an image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Illuminatelogo.webp|alt=An orange symbol of a circle with three feathers fanned out towards the right side|thumb|The Tri-Feather, symbol of the Illuminate Central Government]]&lt;br /&gt;
&lt;br /&gt;
= Space Raptors with Ammonia Blood =&lt;br /&gt;
Named after their homeworld, Avalon, Avali hail from a subzero moon with significant amounts of liquid ammonia on its surface. This environment led to an ecosystem of life using liquid ammonia instead of water as the primary solvent. &lt;br /&gt;
&lt;br /&gt;
They are a pack-focused, collectivist race, with tight bonds amongst their 3-5 packmates. They can range from serious to silly like any group of individuals, and exceptions exist to just about every rule.&lt;br /&gt;
&lt;br /&gt;
== Playing an Avali ==&lt;br /&gt;
You’ll more often than not see Avali with the naming convention of “Urist, Raptor Pack”- fairly self-explanatory: they are part of a pack known as “Raptor” and go by Urist. When naming your own Avali, remember that your pack doesn’t need to be fellow players, and your character was &#039;&#039;probably&#039;&#039; raised in a pack from birth. The wider story of the Illuminate and their history on Avalon is here for players to have shared history, but there are myriad Independent tribes and colonies scattered throughout the stars with their own yet-unwritten histories and cultures for you to define for yourself.&lt;br /&gt;
&lt;br /&gt;
== Illuminate Central Government ==&lt;br /&gt;
Avali culture on Avalon, after generations of living as nomadic, loosely-associated tribes and colonies and a civil war that devastated the population and almost led to total societal collapse, was reformed under a central government known as the Illuminate, recognized easily by their Tri-Feather emblem. Under the meticulous, algorithmic planning of The Oracle (a powerful AI developed by the Illuminate), Avali in Illuminate-controlled colonies and cities experience a comfortable life; as resource distribution is heavily managed to ensure a relatively high standard of living. Despite appearing as a tech-utopia on the surface,  the cost of progress is high. When lean times and shortfalls are projected, The Oracle takes measures to reduce future demand via strict population controls some would consider barbaric. This painful memory has largely faded in the populace, but a wary respect for the past is kept.&lt;br /&gt;
&lt;br /&gt;
== Independent Colonies ==&lt;br /&gt;
Not all Avali colonies are under the direct control of the Illuminate, preferring their independence while maintaining economic relations and following the shared laws. These colonies have their own distinct cultures and customs. Many of the Avali working under Central Command are from these independent colonies- hailing from roaming flotillas of Avali vessels, smaller “habitable” worlds, or even mixed-species stations and worlds. As such, you can expect there to be major commonalities (like their pack structure), but their culture is not nearly as monolithic as the Illuminate Central Government would lead outsiders to believe.&lt;br /&gt;
&lt;br /&gt;
== Mentality ==&lt;br /&gt;
Where most cultures have a focus on the “self” - the individual, their ambitions, needs, and wellbeing - Avali psychology places the Pack above the individual in almost all cases. Packs will specialize in a particular type of role as a collective, while individuals will have distinguishing skills, hobbies, interests, and aesthetic preferences. More complicated tasks often rely on subdivision of labor amongst members, with a leader taking up the project manager role. &lt;br /&gt;
&lt;br /&gt;
In general society, Avali packs are rarely separated from each other save the occasional errand; Avali under Central Command and NanoTrasen have been trained (or conditioned) to function with enough independence to remain productive without a full pack’s support-  often by forming ad-hoc pack bonds with their department or other crewmates. The presence of the Nexus is a major factor in their ability to serve as productive employees, as being able to connect with other Avali on-station helps keep a pack-like connection active. &lt;br /&gt;
&lt;br /&gt;
== Kit packs ==&lt;br /&gt;
Rather than being raised in family units, most Avali are raised communally in “kit packs”, groups of youngsters hatched at similar times that are raised and socialized together. This can be equivalent in relation to schoolmates, cousins, or even siblings in more human-like family units. Kitpacks have designated packs of mentors, caretakers, and educators throughout their adolescence to prepare them for adult life and integrate them into their future careers. Generally speaking, Kitpacks remain together throughout their lives, as pack bonding beyond the kit stage tends to be a complex affair. &lt;br /&gt;
&lt;br /&gt;
== Pack Bonding and Pack loss ==&lt;br /&gt;
When an Avali is permanently separated from their pack, or loses a member of their pack, it is very similar to losing a close family member or a part of oneself in other cultures. This often leads to a degenerative psychological condition known as “Pack Loss”.  This condition presents with insomnia, depression, anxiety disorders, and auditory hallucinations in more advanced stages. Treatment tends to be focused on low-stress duties, self-care, and therapeutics. Psicodine has proven at least moderately effective at treating symptoms. In rare, extreme cases, Packloss can progress to “Pack broken”- a point at which they achieve self-isolation Further detail on the varieties of this condition can be found in other resources&lt;br /&gt;
&lt;br /&gt;
Avali psychology and pack-based mentality led to complications with their integration into NT-CC employee rolls, as contracts are for individual employees in most cases, where pack-sized contracts that ensure a group remains together are harder to manage logistically. Thankfully, after some intensive research and minor augmentation, NT-CC employees are able to more readily pack-bond within their shift without running the risk of suffering from Pack Loss should someone change departments or at shift end.&lt;br /&gt;
&lt;br /&gt;
== Modifications and Augmentation ==&lt;br /&gt;
Augmentation is fully normalized and integrated into Avali culture at large, with cybernetics, prosthetics, genetic modification (to prevent congenital disease or defect), and cosmetic modifications as some of the most common. Fully ubiquitous is the use of eye augmentation, bringing their vision at minimum up to the “standard” vision of other species, and thermal regulatory cybernetics embedded in their bodies allow them to function comfortably in the temperature range often experienced in most stations. &lt;br /&gt;
&lt;br /&gt;
=== Nanomachines and Nanites ===&lt;br /&gt;
While not as visible in most situations, one of the most startling things to witness Avali utilizing is their Nanite Shell- an emergency medical activation of otherwise dormant nanites in their bloodstream. This shell does not prevent &#039;&#039;new&#039;&#039; injuries from forming, but provides a rapid recovery from most “brute” category damage as well as burn injuries. &lt;br /&gt;
&lt;br /&gt;
If an Avali has entered this form of stasis, they are unable to move under their own power, and dragging them is prohibitively difficult. Bodily lifting them, however, is recommended for removing an Avali from danger.&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Illuminatelogo.webp&amp;diff=1795</id>
		<title>File:Illuminatelogo.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Illuminatelogo.webp&amp;diff=1795"/>
		<updated>2025-11-25T03:43:43Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Tri-Feather, symbol of the Illuminate Central Government&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Avali&amp;diff=1794</id>
		<title>Avali</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Avali&amp;diff=1794"/>
		<updated>2025-11-25T03:41:07Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: Drew the rest of the owl.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Space Raptors with Ammonia Blood =&lt;br /&gt;
Named after their homeworld, Avalon, Avali hail from a subzero moon with significant amounts of liquid ammonia on its surface. This environment led to an ecosystem of life using liquid ammonia instead of water as the primary solvent. &lt;br /&gt;
&lt;br /&gt;
They are a pack-focused, collectivist race, with tight bonds amongst their 3-5 packmates. They can range from serious to silly like any group of individuals, and exceptions exist to just about every rule.&lt;br /&gt;
&lt;br /&gt;
== Playing an Avali ==&lt;br /&gt;
You’ll more often than not see Avali with the naming convention of “Urist, Raptor Pack”- fairly self-explanatory: they are part of a pack known as “Raptor” and go by Urist. When naming your own Avali, remember that your pack doesn’t need to be fellow players, and your character was &#039;&#039;probably&#039;&#039; raised in a pack from birth. The wider story of the Illuminate and their history on Avalon is here for players to have shared history, but there are myriad Independent tribes and colonies scattered throughout the stars with their own yet-unwritten histories and cultures for you to define for yourself.&lt;br /&gt;
&lt;br /&gt;
== Illuminate Central Government ==&lt;br /&gt;
Avali culture on Avalon, after generations of living as nomadic, loosely-associated tribes and colonies and a civil war that devastated the population and almost led to total societal collapse, was reformed under a central government known as the Illuminate, recognized easily by their Tri-Feather emblem. Under the meticulous, algorithmic planning of The Oracle (a powerful AI developed by the Illuminate), Avali in Illuminate-controlled colonies and cities experience a comfortable life; as resource distribution is heavily managed to ensure a relatively high standard of living. Despite appearing as a tech-utopia on the surface,  the cost of progress is high. When lean times and shortfalls are projected, The Oracle takes measures to reduce future demand via strict population controls some would consider barbaric. This painful memory has largely faded in the populace, but a wary respect for the past is kept.&lt;br /&gt;
&lt;br /&gt;
== Independent Colonies ==&lt;br /&gt;
Not all Avali colonies are under the direct control of the Illuminate, preferring their independence while maintaining economic relations and following the shared laws. These colonies have their own distinct cultures and customs. Many of the Avali working under Central Command are from these independent colonies- hailing from roaming flotillas of Avali vessels, smaller “habitable” worlds, or even mixed-species stations and worlds. As such, you can expect there to be major commonalities (like their pack structure), but their culture is not nearly as monolithic as the Illuminate Central Government would lead outsiders to believe.&lt;br /&gt;
&lt;br /&gt;
== Mentality ==&lt;br /&gt;
Where most cultures have a focus on the “self” - the individual, their ambitions, needs, and wellbeing - Avali psychology places the Pack above the individual in almost all cases. Packs will specialize in a particular type of role as a collective, while individuals will have distinguishing skills, hobbies, interests, and aesthetic preferences. More complicated tasks often rely on subdivision of labor amongst members, with a leader taking up the project manager role. &lt;br /&gt;
&lt;br /&gt;
In general society, Avali packs are rarely separated from each other save the occasional errand; Avali under Central Command and NanoTrasen have been trained (or conditioned) to function with enough independence to remain productive without a full pack’s support-  often by forming ad-hoc pack bonds with their department or other crewmates. The presence of the Nexus is a major factor in their ability to serve as productive employees, as being able to connect with other Avali on-station helps keep a pack-like connection active. &lt;br /&gt;
&lt;br /&gt;
== Kit packs ==&lt;br /&gt;
Rather than being raised in family units, most Avali are raised communally in “kit packs”, groups of youngsters hatched at similar times that are raised and socialized together. This can be equivalent in relation to schoolmates, cousins, or even siblings in more human-like family units. Kitpacks have designated packs of mentors, caretakers, and educators throughout their adolescence to prepare them for adult life and integrate them into their future careers. Generally speaking, Kitpacks remain together throughout their lives, as pack bonding beyond the kit stage tends to be a complex affair. &lt;br /&gt;
&lt;br /&gt;
== Pack Bonding and Pack loss ==&lt;br /&gt;
When an Avali is permanently separated from their pack, or loses a member of their pack, it is very similar to losing a close family member or a part of oneself in other cultures. This often leads to a degenerative psychological condition known as “Pack Loss”.  This condition presents with insomnia, depression, anxiety disorders, and auditory hallucinations in more advanced stages. Treatment tends to be focused on low-stress duties, self-care, and therapeutics. Psicodine has proven at least moderately effective at treating symptoms. In rare, extreme cases, Packloss can progress to “Pack broken”- a point at which they achieve self-isolation Further detail on the varieties of this condition can be found in other resources&lt;br /&gt;
&lt;br /&gt;
Avali psychology and pack-based mentality led to complications with their integration into NT-CC employee rolls, as contracts are for individual employees in most cases, where pack-sized contracts that ensure a group remains together are harder to manage logistically. Thankfully, after some intensive research and minor augmentation, NT-CC employees are able to more readily pack-bond within their shift without running the risk of suffering from Pack Loss should someone change departments or at shift end.&lt;br /&gt;
&lt;br /&gt;
== Modifications and Augmentation ==&lt;br /&gt;
Augmentation is fully normalized and integrated into Avali culture at large, with cybernetics, prosthetics, genetic modification (to prevent congenital disease or defect), and cosmetic modifications as some of the most common. Fully ubiquitous is the use of eye augmentation, bringing their vision at minimum up to the “standard” vision of other species, and thermal regulatory cybernetics embedded in their bodies allow them to function comfortably in the temperature range often experienced in most stations. &lt;br /&gt;
&lt;br /&gt;
=== Nanomachines and Nanites ===&lt;br /&gt;
While not as visible in most situations, one of the most startling things to witness Avali utilizing is their Nanite Shell- an emergency medical activation of otherwise dormant nanites in their bloodstream. This shell does not prevent &#039;&#039;new&#039;&#039; injuries from forming, but provides a rapid recovery from most “brute” category damage as well as burn injuries. &lt;br /&gt;
&lt;br /&gt;
If an Avali has entered this form of stasis, they are unable to move under their own power, and dragging them is prohibitively difficult. Bodily lifting them, however, is recommended for removing an Avali from danger.&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1379</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1379"/>
		<updated>2025-09-05T23:50:26Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: /* Changelings */ moral&amp;gt;&amp;gt;morale&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; must be kept secret until it is absolutely necessary to reveal them, even if it means endangering a small percentage of the Crew to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift. If you witness something, you know about it to the extent that you witnessed it.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; must be kept secret until it is absolutely necessary to reveal them, even if it means endangering a small percentage of the Crew to do so. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You had better have a damn good reason to do so however, and expect your reasoning to be cross examined and scrutinized heavily by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and morale.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the morale and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&lt;br /&gt;
Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;, but most consider them to be nutjobs roleplaying in space. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, they only have foreknowledge of Syndicate Hardsuits, and Syndicate Guns. You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are somewhat valuable, they do not know that they are deliberately targeted  for theft. &lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You gain no additional information.&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Defense Fleet, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have.&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1378</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1378"/>
		<updated>2025-09-05T23:49:40Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: /* Revolutionary Methods */  moral &amp;gt;&amp;gt; morale&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; must be kept secret until it is absolutely necessary to reveal them, even if it means endangering a small percentage of the Crew to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift. If you witness something, you know about it to the extent that you witnessed it.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; must be kept secret until it is absolutely necessary to reveal them, even if it means endangering a small percentage of the Crew to do so. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You had better have a damn good reason to do so however, and expect your reasoning to be cross examined and scrutinized heavily by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and morale.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&lt;br /&gt;
Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;, but most consider them to be nutjobs roleplaying in space. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, they only have foreknowledge of Syndicate Hardsuits, and Syndicate Guns. You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are somewhat valuable, they do not know that they are deliberately targeted  for theft. &lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You gain no additional information.&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Defense Fleet, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have.&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1377</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1377"/>
		<updated>2025-09-05T23:44:50Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: /* Corporate Secrets */ Changing &amp;quot;libel&amp;quot; to &amp;quot;liable&amp;quot; to correct a likely typo!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; must be kept secret until it is absolutely necessary to reveal them, even if it means endangering a small percentage of the Crew to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift. If you witness something, you know about it to the extent that you witnessed it.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; must be kept secret until it is absolutely necessary to reveal them, even if it means endangering a small percentage of the Crew to do so. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You had better have a damn good reason to do so however, and expect your reasoning to be cross examined and scrutinized heavily by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&lt;br /&gt;
Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;, but most consider them to be nutjobs roleplaying in space. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, they only have foreknowledge of Syndicate Hardsuits, and Syndicate Guns. You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are somewhat valuable, they do not know that they are deliberately targeted  for theft. &lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You gain no additional information.&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Defense Fleet, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have.&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Avali&amp;diff=1263</id>
		<title>Avali</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Avali&amp;diff=1263"/>
		<updated>2025-08-26T03:20:44Z</updated>

		<summary type="html">&lt;p&gt;Nyxu: New Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a Work In Progress document for some Lore and Background elements that unify the deep and established Avali Lore with the background of StarLight.&lt;br /&gt;
&lt;br /&gt;
== Design Goals and notes ==&lt;br /&gt;
&lt;br /&gt;
* Establish Avalon and its related systems as a background element that players can refer to without overly constraining player backstory&lt;br /&gt;
** Name &amp;quot;A few&amp;quot; systems, not all of them. Leave enough room for people to design their own homeworlds&lt;br /&gt;
* Establish The Illuminate Central Government canonically, as well as their amicable relation with Independent and Rogue groups. &lt;br /&gt;
** You don&#039;t have to know about &amp;quot;The Oracle&amp;quot;, but it&#039;s nice if you recognize the Tri-feather emblem.&lt;br /&gt;
** Possibly note that there is a lot of gleam and bright in Avali society, but the war that the Illuminate gained control through almost cost all of society, and the Oracle enforced strict population control to ensure supply met need&lt;br /&gt;
** Independent groups work with the Illuminate economically, have their own cultures and customs.&lt;br /&gt;
*** It&#039;s likely that a fair number of Avali working in Starlight stations are from Independent groups. Independent have the largest amount of creative freedom for player character histories.&lt;br /&gt;
*** A cool inworld document could be about a company like NanoTrasen getting a contract for work by the Illuminate and having no idea what to do when a Leader Pack shows up to handle recruitment and management, as that&#039;s how they work with Independents.&lt;br /&gt;
** Rogue groups are Traditionalists&lt;br /&gt;
*** Traditionalist groups are rare and dwindling, and probably wouldn&#039;t be sought out for hire (or even receptive!)&lt;br /&gt;
* Discuss Pack-first thought process that Avali tend to have, it&#039;s good flavour. &amp;quot;Avali will always think of their pack first over themselves&amp;quot; is in the lorebook, but we can nudge this &amp;quot;always&amp;quot; to &amp;quot;Tend to&amp;quot; &lt;br /&gt;
* Discuss Avali kits in terms of Kit packs (offspring are raised communally and as a group) &lt;br /&gt;
* Discuss PackLoss - Traumatic, Separation, Feral and Broken.&lt;br /&gt;
* Discuss Avali Augments (prosthetics, Atmospheric augments to allow them to function in &amp;quot;normal&amp;quot; atmos conditions, etc)&lt;br /&gt;
* Nanomachines, son&lt;br /&gt;
* Maybe talk about their architecture? They like tents and drapery to augment more stoic, utilitarian design.&lt;br /&gt;
* Avali melee weapons are either military Aerogel nanofab&#039;d within the weapon housing (blades are brittle/disposable) or hunting weapons that are nanocarbon/metal alloys (read: Fancymetal spacium/plasteel)&lt;br /&gt;
** These weapons are not currently available to NTCC, negotiations are stalled.&lt;br /&gt;
* Avali ranged weapons are projectile-throwers - primarily magnetic accelerators.&lt;br /&gt;
** These weapons are not currently available to NTCC, negotiations are stalled.&lt;br /&gt;
* Discuss their isolationism, that only recently have corporations like NT-CC had a breakthrough and worked with more than just Ambassador packs.&lt;/div&gt;</summary>
		<author><name>Nyxu</name></author>
	</entry>
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