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	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RoadTrain</id>
	<title>Starlight wiki - User contributions [en]</title>
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	<updated>2026-04-05T21:04:46Z</updated>
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		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1440</id>
		<title>Server rules (Starlight)</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1440"/>
		<updated>2025-09-18T08:35:15Z</updated>

		<summary type="html">&lt;p&gt;RoadTrain: /* Rule 12 - Silicons Must Follow Their Laws */ Clarifies the order in which silicons are meant to follow their laws. Un-numbered first, then from lowest number to highest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Server rules =&lt;br /&gt;
The following rules are for the Starlight Space Station 14 servers. Violating these rules may result in a warning, a temporary ban, or a permanent ban. You may also be banned from specific roles/jobs/departments. Bans can be appealed in the official Starlight Discord server.&lt;br /&gt;
&lt;br /&gt;
Players are also expected to understand [[Metashield]].&lt;br /&gt;
&lt;br /&gt;
If you are ever in doubt as to whether or not something is breaking the rules, feel free to contact the admins via Admin Help or ask on the Discord server.&lt;br /&gt;
&lt;br /&gt;
For in-universe laws and rules check [[Corporate Law]] and [[SOP]].&lt;br /&gt;
&lt;br /&gt;
Remember, the rules and examples given here are NOT exhaustive. (See [[Server rules (Starlight)#Rule 1|Rule 1]])&lt;br /&gt;
&lt;br /&gt;
The servers are strictly &#039;&#039;&#039;&amp;lt;u&amp;gt;+16 only&amp;lt;/u&amp;gt;&#039;&#039;&#039;, unless stated otherwise in the server description that they are &#039;&#039;&#039;+18.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rule 0 - Be respectful ==&lt;br /&gt;
Use your best judgment to ensure a fun, fair, and welcoming environment. Keep all arguments In Character and avoid heated discussions in LOOC, ahelps, or the lobby. Out-of-character communication should always remain respectful and kind.&lt;br /&gt;
&lt;br /&gt;
Harassment or toxic behavior, including but not limited to:&lt;br /&gt;
&lt;br /&gt;
* Racism, sexism, discrimination&lt;br /&gt;
* Excessive talk/glorification of self-harm&lt;br /&gt;
* Talking about Real Life politics&lt;br /&gt;
* Targeting the same player across rounds&lt;br /&gt;
* Insulting other players in OOC/LOOC&lt;br /&gt;
&lt;br /&gt;
Will not be tolerated and may result in a permanent ban.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mhelp (Mentor Help)&#039;&#039;&#039; lets players ask game mechanics questions without revealing information to others, mainly antagonists. It should only be used when the answer isn&#039;t available through &#039;&#039;&#039;IC (in character)&#039;&#039;&#039; or &#039;&#039;&#039;OOC/LOOC (out of character)&#039;&#039;&#039; means and should not be the first option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahelp (Admin Help)&#039;&#039;&#039; facilitates communication between players and admins for admin intervention, rule clarification, or addressing game-breaking bugs (all bugs should be reported in Discord). It is &#039;&#039;not&#039;&#039; for venting, complaints, or general round commentary. Ignoring admin messages or disconnecting during an Ahelp may have consequences.&lt;br /&gt;
&lt;br /&gt;
== Rule 1 - Respect Admin decisions ==&lt;br /&gt;
Above all else, if an admin is telling you to stop doing something, &#039;&#039;&#039;stop doing it&#039;&#039;&#039;. You may explain your point of view and your reasoning, however you must still follow what the admin requests you do, even if you disagree. If you believe that a punishment, ruling, or other admin action was incorrect or unjust, you may appeal it on the discord server through a ticket. If you want to do something but are unsure of whether it is allowed in the rules, please ask via ahelp first.&lt;br /&gt;
&lt;br /&gt;
Also, please remember: Admins are neither omniscient nor omnipresent: while they have a large arsenal of tools at their disposal to stop rule breakers, they usually aren&#039;t able to stop something before it happens. Please use the Ahelp feature (F1) to report any rule breaking! Even if it&#039;s just a gut suspicion, it&#039;s fine to use this feature to request an investigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example(s) of this rule being broken:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;There isn&#039;t a rule saying I can&#039;t!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;None of the other players had a problem with it!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;No one had a problem with it last time!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 2 – No Griefing, Bug Abuse or Exploits ==&lt;br /&gt;
Intentionally ruining gameplay for others is prohibited. Round-ending or highly disruptive actions, such as:&lt;br /&gt;
&lt;br /&gt;
* Releasing the Tesla/Singularity&lt;br /&gt;
* Large-scale station destruction (department-size or larger)&lt;br /&gt;
* RDM (Random Death Match)&lt;br /&gt;
* Intentionally Plasma or Tritium flooding the station&lt;br /&gt;
&lt;br /&gt;
May result in a permanent ban. Some objectives or circumstances may allow exceptions—when in doubt, ask an admin before proceeding.&lt;br /&gt;
&lt;br /&gt;
Additionally, using bugs/exploits to gain an unfair advantage is prohibited. Please report them via ahelp or in the Discord.&lt;br /&gt;
&lt;br /&gt;
==== AFK Farming &amp;amp; Antag Rolling ====&lt;br /&gt;
&lt;br /&gt;
* AFK farming time for Role Requirements is prohibited—players must actively engage and contribute to the game.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the game after failing to get an antagonist role is considered “Antag Rolling” and is not permitted.&lt;br /&gt;
&lt;br /&gt;
== Rule 3 – Abide by Medium Roleplay Standards ==&lt;br /&gt;
This Starlight server is a Medium Roleplay (MRP) project, meaning players are expected to fully immerse themselves in their character and act accordingly. Every action should reflect how a real person in that role would behave within reason. &#039;&#039;&#039;You are not meant to play the round to &amp;quot;win&amp;quot; the game&#039;&#039;&#039;, but rather to engage in roleplay scenarios with other players.&lt;br /&gt;
&lt;br /&gt;
Characters should fear dying and weigh their actions carefully. While players may remember characters and vague interactions between rounds, any information protected by the [[Metashield]]—such as the existence of nuclear operatives—must not be remembered.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay Violations ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powergaming&#039;&#039;&#039; – Over-preparing for situations that have not occurred yet, such as a captain bolting their quarters shut preemptively.&lt;br /&gt;
* &#039;&#039;&#039;Metagaming&#039;&#039;&#039; – Using out-of-game or previous round knowledge to affect gameplay, such as preparing for nuclear operatives before discovering them in-game.&lt;br /&gt;
* &#039;&#039;&#039;Metagrudging/Metafriending&#039;&#039;&#039; – Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
* &#039;&#039;&#039;Mixing IC and OOC chat&#039;&#039;&#039; – In-character talk should not be placed in OOC chat, and vice versa during the round.&lt;br /&gt;
* &#039;&#039;&#039;English Only&#039;&#039;&#039; - Any form of communication in-game is to be expressed in English exclusively.&lt;br /&gt;
* &#039;&#039;&#039;Metacomms&#039;&#039;&#039; - Using outside methods to communicate with other players about the current round is forbidden. The only exception being teaching new players, but you must alert an admin through an Ahelp beforehand.&lt;br /&gt;
&lt;br /&gt;
==== Behavior &amp;amp; Roleplay Conduct ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Self-harm/killing&#039;&#039;&#039; – Allowed only in rare circumstances when no other options remain, but should not be dwelled upon or treated casually.&lt;br /&gt;
* &#039;&#039;&#039;End-of-Round Griefing (EORG)&#039;&#039;&#039; – The round continues after the results screen. Neither crew nor antags should engage in any form of violence or griefing at this point without in-character justification.&lt;br /&gt;
** Defending yourself is an example of in-character justification, as is sec apprehending known criminals.&lt;br /&gt;
** Antags cannot complete their goals after the results screen, and so should not seek out any targets. &amp;lt;u&amp;gt;&#039;&#039;&#039;RED MEANS YOU FAILED, IT’S TOO LATE.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
** Breaking things, Hacking/Emagging and attempting to trespass into the Command briefing in Central Command is not allowed without proper in-character justification. Non-Command trespassers may be executed if they refuse to leave without a valid reason.&lt;br /&gt;
* &#039;&#039;&#039;Random Deathmatch (RDM)&#039;&#039;&#039; – Attacking players without escalation or valid reasoning is prohibited.&lt;br /&gt;
* &#039;&#039;&#039;Memory loss when unconscious&#039;&#039;&#039; – Losing consciousness due to forced sleep, vampire trance, critical state, deconversion, or death should cause memory loss regarding those events.&lt;br /&gt;
** While vague details may be retained, characters should not remember names, titles, or specific roles without further investigation.&lt;br /&gt;
** De-converted Revolutionaries forget what happened while they were brainwashed.&lt;br /&gt;
** Death should result in complete memory loss of the events leading to it. If revived, characters must piece together what happened through roleplay rather than recalling any prior knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Avoiding Punishment &amp;amp; Fair Play ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaving To Avoid Punishment (LTAP&#039;&#039;&#039;) – Logging out after receiving an Ahelp to attempt to dodge a ban is not allowed. Similarly, ghosting after you&#039;ve been caught by security and then continuing to play, using new life or ghost roles, is not allowed. You may only leave if you are leaving the server. Exceptions will be made for perma prisoners, who may utilize the system within reason. If a player must leave due to real-life reasons under these conditions, they should make an LOOC message to inform the players around them, or state it in Ahelp.&lt;br /&gt;
&lt;br /&gt;
== Rule 4 – Escalation of Force Must Make Sense ==&lt;br /&gt;
Combat should always follow logical progression—avoid randomly attacking other crew members. Security personnel must adhere to their Standard Operating Procedures (SOP) when handling prisoners and crew members at different alert levels.&lt;br /&gt;
Player interactions should reflect realistic escalation. Minor disagreements may lead to physical confrontations, but non-antagonists should rarely resort to killing. Ideally, escalation for non-antagonists should follow this order: Verbal &amp;gt; Non-lethal &amp;gt; Lethal. Antagonists are encouraged to roleplay their objectives to enhance immersion and narrative depth. &lt;br /&gt;
&lt;br /&gt;
Actions should start small, and every crew member retains the right to self-defense if attacked. This includes evading or resisting security as an antagonist. However, non-antagonists should not engage in serious harm against security personnel unless absolutely necessary. Round removal such as gibbing, sending to deep space, or excessive damage to a corpse, is expressly banned unless they are an antagonist target.&lt;br /&gt;
&lt;br /&gt;
Examples of reasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Shoving the clown for slipping you&lt;br /&gt;
|-&lt;br /&gt;
|Punching someone and starting a fist fight over being shoved once.&lt;br /&gt;
|-&lt;br /&gt;
|Punching or stunning a Security Officer after they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone with your knife until they leave the kitchen after you&#039;ve repeatedly told them to leave, tried to drag them away and they refuse to comply or make a mess/steal things.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they&#039;re attempting to stun you with a disabler or a stun baton&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals after they brandish a lethal weapon or firearm, you order them to drop it and they refuse.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, using your flash on a trespasser after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
Examples of unreasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Critting the clown for slipping you once&lt;br /&gt;
|-&lt;br /&gt;
|Stabbing someone to crit with a knife because they shoved you once.&lt;br /&gt;
|-&lt;br /&gt;
|Shooting a Security Officer with lethals because they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone to death and butchering them in a meat spike because you need meat or they refused to leave the kitchen.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they punched you, or simply refused your orders.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, shooting someone with a firearm after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 5 – Antagonists Must Follow MRP logic ==&lt;br /&gt;
Antagonists should only take actions that advance their objectives. Failure to do so may be considered a breach of MRP logic and result in punishment. Team antagonists &#039;&#039;&#039;must&#039;&#039;&#039; work with their team, and follow the orders of their leaders where possible (Revolutionaries, Terror spiders, etc…). &lt;br /&gt;
&lt;br /&gt;
Antagonists are required to follow escalation rules when not dealing with their target, but should &#039;&#039;&#039;attempt&#039;&#039;&#039; to remain hidden and undiscovered throughout the shift if they have the “Escape to CentComm alive and unrestrained.” objective or similar objectives. &lt;br /&gt;
&lt;br /&gt;
Should an antagonist have been discovered by accident or by admission of another antagonist, they are not required to remain hidden any longer, however they should not use this as an excuse to mass RDM, or break other server rules. (Consider using a stealthy approach to escape.)&lt;br /&gt;
&lt;br /&gt;
Antagonists that may play openly from the start of the round, and are not required to escalate their actions are listed below. These antagonists should not deviate from their objectives to murder everyone on station, but &#039;&#039;&#039;should follow their objectives:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Space Dragon&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives/Lone Operatives&lt;br /&gt;
|-&lt;br /&gt;
|Abductors&lt;br /&gt;
|-&lt;br /&gt;
|Wizard&lt;br /&gt;
|-&lt;br /&gt;
|Rat King &lt;br /&gt;
|-&lt;br /&gt;
|Space Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Revolutionaries (after gaining sufficient strength to overthrow the station)&lt;br /&gt;
|}&lt;br /&gt;
Shuttle bombing or mass sabotage is forbidden. However, antagonists may attempt to complete their objectives on the Evac shuttle, and once the end round screen has appeared, must cease all antagonist activity and attempt to escape or blend in with the crew.&lt;br /&gt;
&lt;br /&gt;
=== Zombies ===&lt;br /&gt;
Initial Infected are allowed to sabotage the station as long as they follow all server rules. &lt;br /&gt;
&lt;br /&gt;
However, once you are a zombie: &lt;br /&gt;
&lt;br /&gt;
* You may only destroy the station to reach living organisms you can see or hear.&lt;br /&gt;
* You may not attack lights or power sources.&lt;br /&gt;
&lt;br /&gt;
== Rule 6 – Your Character Must Make Sense ==&lt;br /&gt;
Your character is an employee of the space station, hired by Central Command, and should behave accordingly. All characters must act as if they are 18+, maintaining a professional and immersive roleplay experience.&lt;br /&gt;
&lt;br /&gt;
==== Character Identity &amp;amp; Naming Rules ====&lt;br /&gt;
&lt;br /&gt;
* Names and surnames must align with the context and standards of the setting.&lt;br /&gt;
* Celebrity names, fictional characters, and out-of-character names are not allowed (e.g., &amp;quot;JC Denton,&amp;quot; &amp;quot;George Washington,&amp;quot; &amp;quot;Spongebob Squarepants,&amp;quot; &amp;quot;Billie Eilish&amp;quot;).&lt;br /&gt;
* Your character should act appropriately for their role and should not behave erratically or neglect responsibilities.&lt;br /&gt;
* Your character cannot intentionally duplicate the name and likeness of another player’s character.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character model. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic Roleplay (ERP) is forbidden ==&lt;br /&gt;
Erotic Roleplay (ERP) is strictly prohibited. This includes any roleplay involving descriptions, mentions, or enactments of sexual acts, whether through text, images, or any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered ERP, as long as they do not become excessive or extreme. Some examples of acceptable insults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;Fuck you&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;You&#039;re a motherfucker&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;How about you eat me instead?&amp;quot; - Response to an unreasonable request&lt;br /&gt;
|}&lt;br /&gt;
It is best to avoid borderline content, ensuring roleplay remains appropriate within the established guidelines.&lt;br /&gt;
&lt;br /&gt;
== Rule 11 - New Life ==&lt;br /&gt;
The New Life system allows players to rejoin the round as a new character after death. However, this feature comes with roleplay restrictions to maintain fairness and immersion.&lt;br /&gt;
&lt;br /&gt;
Upon respawning as a new character, you forget everything you knew as your past character or ghost. This means:&lt;br /&gt;
&lt;br /&gt;
* You may not seek out your previous body, return to your prior workplace, or attempt to reclaim any possessions you previously owned.&lt;br /&gt;
* You may not interact with the players who were responsible for your previous character’s death. Any conflicts or grudges from your past life must not carry over.&lt;br /&gt;
* You may not reference past events in any way. Your new character has no memory of them.&lt;br /&gt;
&lt;br /&gt;
==== New Life Abuse examples: ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Spamming new characters to re-enter the round repeatedly.&lt;br /&gt;
|-&lt;br /&gt;
|Using New Life to intentionally roll for antagonist slots.&lt;br /&gt;
|-&lt;br /&gt;
|Using New Life to avoid in-character consequences, like a security sentence.&lt;br /&gt;
|-&lt;br /&gt;
|Using a new character to get revenge on a player who harmed you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 12 - Silicons Must Follow Their Laws ==&lt;br /&gt;
&lt;br /&gt;
* Silicon laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Silicons are expected to follow their laws in order, as follows:&lt;br /&gt;
*# Laws without a number (glitched laws), no matter their position in the list, are considered the most important laws.&lt;br /&gt;
*# In the event that several glitched exist, the one highest in the list is considered most important.&lt;br /&gt;
*# After glitched laws, laws are prioritized by number, with law 0 being more important than law 1.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes are to be allowed as long as consistent with your laws.&lt;br /&gt;
*# Authorized law changes can be found in the Command SOP.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command and Whitelist Expectations ==&lt;br /&gt;
Players in Command roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. Both groups must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations for Command &amp;amp; Whitelisted Players ====&lt;br /&gt;
&lt;br /&gt;
* Command members must follow their assigned SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Whitelisted players are required to adhere to SOPs, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access to all passengers, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RoadTrain</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1429</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1429"/>
		<updated>2025-09-15T09:59:23Z</updated>

		<summary type="html">&lt;p&gt;RoadTrain: forgot a dot.&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 libel 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, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
==== 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;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You 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 Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&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. Does not refer to Xenoborgs.&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. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>RoadTrain</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1428</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1428"/>
		<updated>2025-09-15T09:58:37Z</updated>

		<summary type="html">&lt;p&gt;RoadTrain: Added Access Breaker to known sec equipment (used to be the same item), added antimov lawset to explicitly not metashielded information (used to be not metashielded)&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 libel 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, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
==== 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;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You 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 Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&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. Does not refer to Xenoborgs.&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 This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>RoadTrain</name></author>
	</entry>
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