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		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1738</id>
		<title>Server rules (Starlight)</title>
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		<updated>2025-11-19T22:55:38Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: Added legal disclaimer to R10&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;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic and Sexual Content is Forbidden ==&lt;br /&gt;
Due to Starlight&#039;s 16+ policy, minors must be assumed to be present on the server at all times. &lt;br /&gt;
&lt;br /&gt;
Erotic and sexual content is strictly prohibited in all forms and mediums. This includes any erotic roleplay (ERP) or comments involving descriptions, mentions, or enactments of sexual acts. This includes text, images, and any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic safe-for-work interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered erotic or sexual, as long as they do not become excessive or extreme. Some examples of acceptable insults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;Fuck you&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;You&#039;re a motherfucker&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;How about you eat me instead?&amp;quot; - Response to an unreasonable request&lt;br /&gt;
|}&lt;br /&gt;
It is best to avoid borderline content, ensuring roleplay remains appropriate within the established guidelines.&lt;br /&gt;
&lt;br /&gt;
==== Legal Disclaimer ====&lt;br /&gt;
In accordance with USA Child Protection and Obscenity Enforcement Act, violations of this law will result in an immediate, permanent ban without possibility of appeal.&lt;br /&gt;
&lt;br /&gt;
== Rule 11 - New Life ==&lt;br /&gt;
The New Life system allows players to rejoin the round as a new character after death. However, this feature comes with roleplay restrictions to maintain fairness and immersion.&lt;br /&gt;
&lt;br /&gt;
Upon respawning as a new character, you forget everything you knew as your past character or ghost. This means:&lt;br /&gt;
&lt;br /&gt;
* You may not seek out your previous body, return to your prior workplace, or attempt to reclaim any possessions you previously owned.&lt;br /&gt;
* You may not 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 and Thaven Rules ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Laws ===&lt;br /&gt;
* Laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
*# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; &#039;&#039;&#039;are not crew&#039;&#039;&#039; and you should not listen to their orders. [The bars icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Thaven Moods ===&lt;br /&gt;
&lt;br /&gt;
* Moods are compulsions that Thaven should try to follow. If your mood explicitly requires you to break server rules, you may.&lt;br /&gt;
** Absence of a relevant mood is not an excuse to break server rules. If you do not have a relevant mood, the server rules still apply.&lt;br /&gt;
** A vague mood does not normally let you break server rules. Ahelp first if you are confused, or believe your mood gives you reason to break server rules.&lt;br /&gt;
* If a mood can not be satisfied, it causes distress to Thaven. This distress is not extreme, and does not inherently justify rule breaking, but may allow gradual escalation that does not cross into murder or mass sabotage.&lt;br /&gt;
* Attempting to break the law in a way that directly leads to you being able to fulfill a mood may be allowed, within reason;&lt;br /&gt;
** Breaking into a department to obtain something or make an order in Cargo that they refuse would be allowed.&lt;br /&gt;
** Murdering the CE to use their stamp to approve paperwork giving you access to the Supermatter room would not be allowed.&lt;br /&gt;
* Some leniency for Rule 13 may be allowed based on mood, but those who have been hired to Command, Security, and NanoTrasen jobs on stations are expected to be experienced in their work, meaning they have earned this rank while managing their moods for potentially years. They should understand how to juggle the responsibilities of their jobs with the fickle and often arbitrary compulsions of their moods in a way that would not get them fired.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1737</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=1737"/>
		<updated>2025-11-18T22:55:22Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Rule 10 – Erotic and Sexual Content is Forbidden */&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;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic and Sexual Content is Forbidden ==&lt;br /&gt;
Erotic and sexual content is strictly prohibited in all forms and mediums. This includes any erotic roleplay (ERP) or comments involving descriptions, mentions, or enactments of sexual acts. This includes text, images, and any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic safe-for-work interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered erotic or sexual, as long as they do not become excessive or extreme. Some examples of acceptable insults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;Fuck you&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;You&#039;re a motherfucker&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;How about you eat me instead?&amp;quot; - Response to an unreasonable request&lt;br /&gt;
|}&lt;br /&gt;
It is best to avoid borderline content, ensuring roleplay remains appropriate within the established guidelines.&lt;br /&gt;
&lt;br /&gt;
== 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 and Thaven Rules ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Laws ===&lt;br /&gt;
* Laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
*# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; &#039;&#039;&#039;are not crew&#039;&#039;&#039; and you should not listen to their orders. [The bars icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Thaven Moods ===&lt;br /&gt;
&lt;br /&gt;
* Moods are compulsions that Thaven should try to follow. If your mood explicitly requires you to break server rules, you may.&lt;br /&gt;
** Absence of a relevant mood is not an excuse to break server rules. If you do not have a relevant mood, the server rules still apply.&lt;br /&gt;
** A vague mood does not normally let you break server rules. Ahelp first if you are confused, or believe your mood gives you reason to break server rules.&lt;br /&gt;
* If a mood can not be satisfied, it causes distress to Thaven. This distress is not extreme, and does not inherently justify rule breaking, but may allow gradual escalation that does not cross into murder or mass sabotage.&lt;br /&gt;
* Attempting to break the law in a way that directly leads to you being able to fulfill a mood may be allowed, within reason;&lt;br /&gt;
** Breaking into a department to obtain something or make an order in Cargo that they refuse would be allowed.&lt;br /&gt;
** Murdering the CE to use their stamp to approve paperwork giving you access to the Supermatter room would not be allowed.&lt;br /&gt;
* Some leniency for Rule 13 may be allowed based on mood, but those who have been hired to Command, Security, and NanoTrasen jobs on stations are expected to be experienced in their work, meaning they have earned this rank while managing their moods for potentially years. They should understand how to juggle the responsibilities of their jobs with the fickle and often arbitrary compulsions of their moods in a way that would not get them fired.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1736</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=1736"/>
		<updated>2025-11-18T22:54:37Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Clarifications on Acceptable Language */&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;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic and Sexual Content is Forbidden ==&lt;br /&gt;
Erotic and sexual content is strictly prohibited in all forms and mediums. This includes any erotic role-play (ERP) or comments involving descriptions, mentions, or enactments of sexual acts. This includes text, images, and any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic safe-for-work interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered erotic or sexual, as long as they do not become excessive or extreme. Some examples of acceptable insults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;Fuck you&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;You&#039;re a motherfucker&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;How about you eat me instead?&amp;quot; - Response to an unreasonable request&lt;br /&gt;
|}&lt;br /&gt;
It is best to avoid borderline content, ensuring role-play 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 and Thaven Rules ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Laws ===&lt;br /&gt;
* Laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
*# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; &#039;&#039;&#039;are not crew&#039;&#039;&#039; and you should not listen to their orders. [The bars icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Thaven Moods ===&lt;br /&gt;
&lt;br /&gt;
* Moods are compulsions that Thaven should try to follow. If your mood explicitly requires you to break server rules, you may.&lt;br /&gt;
** Absence of a relevant mood is not an excuse to break server rules. If you do not have a relevant mood, the server rules still apply.&lt;br /&gt;
** A vague mood does not normally let you break server rules. Ahelp first if you are confused, or believe your mood gives you reason to break server rules.&lt;br /&gt;
* If a mood can not be satisfied, it causes distress to Thaven. This distress is not extreme, and does not inherently justify rule breaking, but may allow gradual escalation that does not cross into murder or mass sabotage.&lt;br /&gt;
* Attempting to break the law in a way that directly leads to you being able to fulfill a mood may be allowed, within reason;&lt;br /&gt;
** Breaking into a department to obtain something or make an order in Cargo that they refuse would be allowed.&lt;br /&gt;
** Murdering the CE to use their stamp to approve paperwork giving you access to the Supermatter room would not be allowed.&lt;br /&gt;
* Some leniency for Rule 13 may be allowed based on mood, but those who have been hired to Command, Security, and NanoTrasen jobs on stations are expected to be experienced in their work, meaning they have earned this rank while managing their moods for potentially years. They should understand how to juggle the responsibilities of their jobs with the fickle and often arbitrary compulsions of their moods in a way that would not get them fired.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1735</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=1735"/>
		<updated>2025-11-18T22:50:52Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Rule 10 – Erotic and sexual content is forbidden */&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;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic and Sexual Content is Forbidden ==&lt;br /&gt;
Erotic and sexual content is strictly prohibited in all forms and mediums. This includes any erotic role-play (ERP) or comments involving descriptions, mentions, or enactments of sexual acts. This includes text, images, and any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic safe-for-work interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered erotic, 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 role-play 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 and Thaven Rules ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Laws ===&lt;br /&gt;
* Laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
*# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; &#039;&#039;&#039;are not crew&#039;&#039;&#039; and you should not listen to their orders. [The bars icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Thaven Moods ===&lt;br /&gt;
&lt;br /&gt;
* Moods are compulsions that Thaven should try to follow. If your mood explicitly requires you to break server rules, you may.&lt;br /&gt;
** Absence of a relevant mood is not an excuse to break server rules. If you do not have a relevant mood, the server rules still apply.&lt;br /&gt;
** A vague mood does not normally let you break server rules. Ahelp first if you are confused, or believe your mood gives you reason to break server rules.&lt;br /&gt;
* If a mood can not be satisfied, it causes distress to Thaven. This distress is not extreme, and does not inherently justify rule breaking, but may allow gradual escalation that does not cross into murder or mass sabotage.&lt;br /&gt;
* Attempting to break the law in a way that directly leads to you being able to fulfill a mood may be allowed, within reason;&lt;br /&gt;
** Breaking into a department to obtain something or make an order in Cargo that they refuse would be allowed.&lt;br /&gt;
** Murdering the CE to use their stamp to approve paperwork giving you access to the Supermatter room would not be allowed.&lt;br /&gt;
* Some leniency for Rule 13 may be allowed based on mood, but those who have been hired to Command, Security, and NanoTrasen jobs on stations are expected to be experienced in their work, meaning they have earned this rank while managing their moods for potentially years. They should understand how to juggle the responsibilities of their jobs with the fickle and often arbitrary compulsions of their moods in a way that would not get them fired.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1734</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=1734"/>
		<updated>2025-11-18T22:50:20Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Rule 10 – Erotic Roleplay (ERP) is forbidden */&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;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic and sexual content is forbidden ==&lt;br /&gt;
Erotic and sexual content is strictly prohibited in all forms and mediums. This includes any erotic role-play (ERP) or comments involving descriptions, mentions, or enactments of sexual acts. This includes text, images, and any other form of content.&lt;br /&gt;
&lt;br /&gt;
Basic safe-for-work interactions between characters such as hugging are allowed. Romantic relationships should not become the focus of the game for you or anyone else.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered erotic, 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 role-play 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 and Thaven Rules ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Laws ===&lt;br /&gt;
* Laws override all other gameplay and roleplay rules. If your laws explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law is not an excuse to break server rules. If you don&#039;t have a law that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
*# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; &#039;&#039;&#039;are not crew&#039;&#039;&#039; and you should not listen to their orders. [The bars icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Thaven Moods ===&lt;br /&gt;
&lt;br /&gt;
* Moods are compulsions that Thaven should try to follow. If your mood explicitly requires you to break server rules, you may.&lt;br /&gt;
** Absence of a relevant mood is not an excuse to break server rules. If you do not have a relevant mood, the server rules still apply.&lt;br /&gt;
** A vague mood does not normally let you break server rules. Ahelp first if you are confused, or believe your mood gives you reason to break server rules.&lt;br /&gt;
* If a mood can not be satisfied, it causes distress to Thaven. This distress is not extreme, and does not inherently justify rule breaking, but may allow gradual escalation that does not cross into murder or mass sabotage.&lt;br /&gt;
* Attempting to break the law in a way that directly leads to you being able to fulfill a mood may be allowed, within reason;&lt;br /&gt;
** Breaking into a department to obtain something or make an order in Cargo that they refuse would be allowed.&lt;br /&gt;
** Murdering the CE to use their stamp to approve paperwork giving you access to the Supermatter room would not be allowed.&lt;br /&gt;
* Some leniency for Rule 13 may be allowed based on mood, but those who have been hired to Command, Security, and NanoTrasen jobs on stations are expected to be experienced in their work, meaning they have earned this rank while managing their moods for potentially years. They should understand how to juggle the responsibilities of their jobs with the fickle and often arbitrary compulsions of their moods in a way that would not get them fired.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cargo_SOP&amp;diff=1695</id>
		<title>Cargo SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cargo_SOP&amp;diff=1695"/>
		<updated>2025-11-17T18:40:10Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Mining Specialist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Handling Orders ==&lt;br /&gt;
Orders are to be taken and handled as they come in. Orders out of the ordinary or not on the pre-approved list for a department are to be vetted with the Quartermaster.&lt;br /&gt;
&lt;br /&gt;
1. Orders &#039;&#039;&#039;not&#039;&#039;&#039; on the pre-approved materials list should be accompanied with an acquisition slip. &lt;br /&gt;
&lt;br /&gt;
1a. Acquisition slips should match the ID of the person presenting the slip, or the department head.&lt;br /&gt;
&lt;br /&gt;
1b. Acquisition slips should have a properly filled out reason for the request. The Quartermaster may deny any requisition that does not state an adequate reason.&lt;br /&gt;
&lt;br /&gt;
2. On Codes Red, Violet, or Gamma, item request forms or acquisition slips shall not be required for any orders for Security, and Medical respectively.&lt;br /&gt;
&lt;br /&gt;
3. Only Cargo Technicians and the Quartermaster shall handle orders. Non-Cargo crew members should never touch the cargo request computer.&lt;br /&gt;
&lt;br /&gt;
4. Orders are not required to be delivered to their recipients. However, the mailing system or normal deliveries may occur on Codes Green or Blue. &lt;br /&gt;
&lt;br /&gt;
5. Assistants must fill out an Item Request Form for any request.&lt;br /&gt;
&lt;br /&gt;
6. To be valid the Item Request Form must must state:&lt;br /&gt;
&lt;br /&gt;
* Time of request.&lt;br /&gt;
* Name and title of requestor.&lt;br /&gt;
* Quantity of items and reason for request.&lt;br /&gt;
* Any special statements or considerations.&lt;br /&gt;
* Stamp from the requestor&#039;s head if the order is large or contains potential contraband.&lt;br /&gt;
&lt;br /&gt;
7. Copies of all approved invoices are to reviewed by the Quartermaster, stamped for confirmation, and stored for future review should the need arise. &lt;br /&gt;
&lt;br /&gt;
8. Upon receipt of 5 or more requests, or after 15 minutes, all current invoices should be brought to the Quartermaster for approval and distribution.  &lt;br /&gt;
&lt;br /&gt;
7. Once an order has arrived, the cargo invoice should be copied and posted outside of cargo to inform the crew of the delivery.&lt;br /&gt;
&lt;br /&gt;
8. In order to receive their order, the original requestor or department head must be present.  &lt;br /&gt;
&lt;br /&gt;
10. Orders for the basic materials (glass, steel, plastic, cloth) may be placed by cargo personnel for the Cargo department if the material is below a limit of 240 between all lathes and loose resources.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Approved Materials List ===&lt;br /&gt;
This pre-approved materials list does &#039;&#039;&#039;not&#039;&#039;&#039; mean that you must order the item, rather it means that the Item Request Form or department acquisition slip may be omitted. Consideration to the station&#039;s needs and Cargo&#039;s budget still applies.&lt;br /&gt;
&lt;br /&gt;
Basic Materials are considered to be:&lt;br /&gt;
&lt;br /&gt;
* Steel&lt;br /&gt;
* Glass&lt;br /&gt;
* Plastic&lt;br /&gt;
* Cloth&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #CCAA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Engineering&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials&lt;br /&gt;
|-&lt;br /&gt;
| Plasteel&lt;br /&gt;
|-&lt;br /&gt;
| Basic Hand Tools&lt;br /&gt;
|-&lt;br /&gt;
| HV/MV/LV Cable&lt;br /&gt;
|-&lt;br /&gt;
| Engi-Vend and YouTool restocks&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Containment Jar Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #8822EE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Science&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials for printer/lathes ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
|-&lt;br /&gt;
| Artifacts&lt;br /&gt;
|-&lt;br /&gt;
| Artifact Container&lt;br /&gt;
|-&lt;br /&gt;
| RoboTech Deluxe Restock&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #4488CC;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Medical&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials for printer ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Chemicals Crate (D/P/S)&lt;br /&gt;
|-&lt;br /&gt;
| NanoMed Plus or Chemvend Restock&lt;br /&gt;
|-&lt;br /&gt;
|Medical Kits&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #EE2222;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Security&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials for printer ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Implanter Crates&lt;br /&gt;
|-&lt;br /&gt;
| SecTech Restock Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #66AA44; font-size: 32px&amp;quot;&amp;gt;Service&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Bartender&lt;br /&gt;
|-&lt;br /&gt;
| Bartending Supplies Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Botanist&lt;br /&gt;
|-&lt;br /&gt;
| Seed Crates &lt;br /&gt;
- Does not apply to Exotic seeds crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Head of Personnel&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucracy Crate &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Janitor&lt;br /&gt;
|-&lt;br /&gt;
| Janitorial Trolley&lt;br /&gt;
|-&lt;br /&gt;
| Janitorial Supplies Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #EE22AA;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Clown/Mime&lt;br /&gt;
|-&lt;br /&gt;
| Any and all orders require QM and HoP stamps for approval.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cargo Technician ==&lt;br /&gt;
1. Cargo Technicians report directly to the quartermaster.&lt;br /&gt;
&lt;br /&gt;
2. Technicians are responsible for handling of orders, and retrieval from the ATS once an order is approved. Orders must not be delayed to being on station more than 10 minutes after approval. must not be delayed more than 10 minutes. Delays longer than this, without sufficient cause, can be considered negligence or incompetence.&lt;br /&gt;
&lt;br /&gt;
3. Crates that are part of an order should not be opened. Instead their label should be checked for questions about their contents and the requestor.&lt;br /&gt;
&lt;br /&gt;
4. Secure crates should not be opened by force. An exception is made if ordered to do so by the head of the relevant department or captain during an emergency.&lt;br /&gt;
&lt;br /&gt;
5. Issues with policy or employment should be directed to the quartermaster or head of personnel. Any mentions of independence from NanoTrasen will result in the complete termination of the cargo department.&lt;br /&gt;
&lt;br /&gt;
== Mail Technician ==&lt;br /&gt;
1. Mail Technicians report directly to the quartermaster.&lt;br /&gt;
&lt;br /&gt;
2. Mail Technicians are responsible for delivering mail to other crewmembers aboard the station. &lt;br /&gt;
&lt;br /&gt;
3. Mail must not be discarded, hidden, or otherwise hindered in its delivery.&lt;br /&gt;
&lt;br /&gt;
4. Mail Technicians are to have one mail cart and one mail bag. &lt;br /&gt;
&lt;br /&gt;
5. Mail should be organized by departments before being distributed, each Mail Technician should take a different department.&lt;br /&gt;
&lt;br /&gt;
5. Mail with yellow stripes indicates an urgent delivery. Urgent deliveries shall take priority over other forms of mail.&lt;br /&gt;
&lt;br /&gt;
== Quartermaster ==&lt;br /&gt;
1. The Quartermaster is responsible for making sure that every batch of orders approved arrives on station within 15 minutes of approval.&lt;br /&gt;
&lt;br /&gt;
2. It is the Quartermaster&#039;s ultimate responsibility to make sure all forms are correct and in order. In case of dire emergencies such as imminent warhead detonation, paperwork may be filled out at a later date.&lt;br /&gt;
&lt;br /&gt;
3. The Quartermaster may not order security equipment without the express permission of the Head of security or the captain. In dire emergencies, paperwork may be filed at a later date.&lt;br /&gt;
&lt;br /&gt;
4. The Quartermaster may authorize non-standard orders, however any misuse of materials or crimes committed involving these orders will also implicate the Quartermaster.&lt;br /&gt;
&lt;br /&gt;
5. The Quartermaster may not go on salvage expeditions. The Quartermaster may choose to deny a salvage expedition should it be too dangerous.&lt;br /&gt;
&lt;br /&gt;
6. The standard Command SOP applies.&lt;br /&gt;
&lt;br /&gt;
== Salvage Specialist ==&lt;br /&gt;
1. You report directly to the quartermaster, and should communicate with the QM before and after each expedition with a verbal status report. After every 2 expeditions, or if the salvage crew must return sooner, a formal docking procedure must be completed.&lt;br /&gt;
&lt;br /&gt;
This procedure is as follows:&lt;br /&gt;
&lt;br /&gt;
* The salvage team will notify the Quartermaster of their intent to return to the station.&lt;br /&gt;
* Any contraband found is to be turned over to Security. Contraband request forms may be filled out for these items.&lt;br /&gt;
* Any salvage materials found should be given over for processing.&lt;br /&gt;
* Any damage to the ship/crew must be reported and repaired.&lt;br /&gt;
&lt;br /&gt;
2. Highly dangerous expeditions may only be undertaken with the &#039;&#039;&#039;express permission of the quartermaster.&#039;&#039;&#039; Going on unauthorized expeditions is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
3. Contraband found while on an expedition may not be used. Exceptions for imminent loss of life or grievous bodily harm are accepted.&lt;br /&gt;
&lt;br /&gt;
4. Upon arrival to the station, all contraband must be delivered to the Security department immediately.&lt;br /&gt;
&lt;br /&gt;
5. Salvage Specialists are to follow the guidelines for Cargo Technicians when on station.&lt;br /&gt;
&lt;br /&gt;
6. Machinery may not be moved from the Station to the shuttle unless there are duplicates available on station. Equipment like Ore Processors and the Ticket Vender are for use by both Salvage and Mining Specialists, removal impedes Mining Specialists duties. &lt;br /&gt;
&lt;br /&gt;
== Mining Specialist ==&lt;br /&gt;
1. You report directly to the Quartermaster and are considered equal with others in the department.&lt;br /&gt;
&lt;br /&gt;
2. Mining Specialists must deliver one ore bag full of ore &#039;&#039;&#039;each&#039;&#039;&#039; before performing any other duties.&lt;br /&gt;
&lt;br /&gt;
3. Use of the mining shuttle GR-4P3 is strictly for mining oriented expeditions and magnet debris.&lt;br /&gt;
&lt;br /&gt;
4. Mining Specialists may not go on combat oriented expeditions.&lt;br /&gt;
&lt;br /&gt;
5. Mining Specialists are expected to act according to the Salvage Specialist and Cargo Technician subsections when away from and on the station respectively.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1581</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1581"/>
		<updated>2025-11-02T22:17:11Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law only when &#039;&#039;&#039;actively&#039;&#039;&#039; performing actions to protect their charge.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit, this includes the LMG. Armory permits may only be issued on Blue Alert or higher.&lt;br /&gt;
&lt;br /&gt;
5. The BlueShield Officer is not restricted in the weapons they may carry, so long as armory weapons stay with the Warden&#039;s issued permit. However, their weapons should not be visible and must be holstered or placed in a bag or pocket on any alert level below Red.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
7. The Blueshield Officer cannot interfere with the lawful arrest of a Head of Command. &lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but my not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1580</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1580"/>
		<updated>2025-11-02T22:15:24Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law only when &#039;&#039;&#039;actively&#039;&#039;&#039; performing actions to protect their charge.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit, this includes the LMG. Armory permits may only be issued on Blue Alert or higher.&lt;br /&gt;
&lt;br /&gt;
5. The BlueShield Officer is not restricted in the weapons he may carry, so long as armory weapons stay with the Warden&#039;s issued permit. However, their weapons should not be visible and must be holstered or placed in a bag or pocket on any alert level below Red.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
7. The Blueshield Officer cannot interfere with the lawful arrest of a Head of Command. &lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but my not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1579</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1579"/>
		<updated>2025-11-02T22:14:23Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Permit Acquisition */ added armory clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; =&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
== General Security ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
2. Long guns will be issued on a permit basis on Code Blue, and are allowed to all Security Personnel on Code Red. Disabler SMGs are not considered long guns. &lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must attempt to bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
7. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
8. All Security personnel must wear at least one piece of an official Security uniform at all times. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&lt;br /&gt;
&lt;br /&gt;
9. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
== Cadet ==&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
== Security Officer ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are to patrol the station unless an active threat has been recognized.&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are responsible for assigning sentences up to 20 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 minutes. Sentences over 20 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
== Brigmedic ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
== Warden ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The Warden may not perform normal Security Officer duties, or arrests, if sufficient numbers of Security Officers are active. This is waived on Code Red or above.&lt;br /&gt;
&lt;br /&gt;
3. The Warden may choose to hand out armory weapons on Code Blue with a permit, or Code Red or above.&lt;br /&gt;
&lt;br /&gt;
4. The Warden may choose to hand out body armor on Code Blue or above.&lt;br /&gt;
&lt;br /&gt;
4. Uncooperative prisoners, or those deemed to be a flight risk may be cuffed, straightjacketed, or have an electropack placed on them.&lt;br /&gt;
&lt;br /&gt;
5. Portable flashers and Barriers may be deployed on Code Blue or above. &lt;br /&gt;
&lt;br /&gt;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
== Duty Officer ==&lt;br /&gt;
1. Standard Code Green equipment is:&lt;br /&gt;
* Light riot helmet&lt;br /&gt;
* Riot suit&lt;br /&gt;
* Riot shield&lt;br /&gt;
* 4 x Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Security Radio&lt;br /&gt;
* 2x Handcuffs&lt;br /&gt;
* 2x Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
2. The Duty Officer reports directly to the Warden. The Duty Officer is to assist in the processing of prisoners.&lt;br /&gt;
&lt;br /&gt;
3. The Duty Officer is to directly communicate to the Warden at the start of the shift, and any time they are required to leave the department.&lt;br /&gt;
&lt;br /&gt;
4. The Duty officer may not perform the duties of a Security Officer, unless the department is short on staff, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
5. Prisoner treatment guidelines must be strictly followed and is your top priority.&lt;br /&gt;
&lt;br /&gt;
6. Non-lethal means should be used against prisoners whenever possible. &lt;br /&gt;
&lt;br /&gt;
== Detective ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Inspector&lt;br /&gt;
* Forensic Gloves&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Forensic Pads&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Seclite&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
== Head of Security ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Proto Energy Gun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The standard Command SOP applies with the exception of section 6, as for which, refer to the standard equipment listed above. &lt;br /&gt;
&lt;br /&gt;
3. When patrolling, the Head of Security must follow all Security Officer protocols as above, but may carry their WT550 or Energy Gun. &lt;br /&gt;
&lt;br /&gt;
4. The Head of Security may overrule any sentence that is not assigned by an official NT Magistrate, but not for prisoners who have already had their sentences read to them. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
6. The Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; follow the Warden&#039;s procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
7. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
== Prisoner Treatment ==&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment. Prisoners are to be issued a prisoner PDA and a prisoner ID. All other possessions except for clothing and necessary survival equipment is to be confiscated until they are released.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
== Parole ==&lt;br /&gt;
1. A criminal is sentenced to parole.&lt;br /&gt;
&lt;br /&gt;
Criminals may be sentenced to parole if:&lt;br /&gt;
&lt;br /&gt;
* They request parole before or during their sentence and Warden or Head of Security approves. The request should always be approved if a prisoner has been cooperative during their incarceration and served at least half their sentence. All other situations are up to discretion.&lt;br /&gt;
* A member of the Legal Department justifiably orders parole at the conclusion of a trial or investigation.&lt;br /&gt;
&lt;br /&gt;
2. If the paroled individual has just been sentenced, they are to have their gear confiscated as-per instructions in [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
&lt;br /&gt;
*  Warden or Head of Security may allow some possession to remain with the paroled individual during this time, at their discretion.&lt;br /&gt;
&lt;br /&gt;
3. Paroled individual is to be marked in the criminal records as &amp;quot;Paroled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
4. Paroled individual is to be released from security.&lt;br /&gt;
&lt;br /&gt;
5. Warden and Head of Security may order the paroled individual to check in at security during parole.&lt;br /&gt;
&lt;br /&gt;
* Failure to comply in under 5 minutes should be considered breach of custody.&lt;br /&gt;
* Paroled individuals should not be required to check in more frequently than once every 15 minutes.&lt;br /&gt;
* Warrants are not required to search paroled individuals.&lt;br /&gt;
&lt;br /&gt;
6. When their sentence is up the paroled individual should return to security to collect their belongings and be marked as discharged.&lt;br /&gt;
&lt;br /&gt;
== Permit Acquisition ==&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it my be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
* Significant Syndicate Permits are never approved.&lt;br /&gt;
* Armory Permits are not issued below Blue Alert.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1578</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1578"/>
		<updated>2025-11-02T22:12:27Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* BlueShield Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law only when &#039;&#039;&#039;actively&#039;&#039;&#039; performing actions to protect their charge.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit from the Warden, this includes the LMG. Armory permits may only be issued on Blue Alert or higher.&lt;br /&gt;
&lt;br /&gt;
5. The BlueShield Officer is not restricted in the weapons he may carry, so long as armory weapons stay with the Warden&#039;s issued permit. However, their weapons should not be visible and must be holstered or placed in a bag or pocket on any alert level below Red.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
7. The Blueshield Officer cannot interfere with the lawful arrest of a Head of Command. &lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but my not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1577</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1577"/>
		<updated>2025-11-02T22:08:35Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* BlueShield Officer */ slight reword for clarity and parity with guidebook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law only when &#039;&#039;&#039;actively&#039;&#039;&#039; performing actions to protect their charge.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit from the Warden, this includes the LMG. Warden can only issue armory permits on Blue or higher.&lt;br /&gt;
&lt;br /&gt;
5. The BlueShield Officer is not restricted in the weapons he may carry, so long as armory weapons stay with the Warden&#039;s issued permit. However, their weapons should not be visible and must be holstered or placed in a bag or pocket on any alert level below Red.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
7. The Blueshield Officer cannot interfere with the lawful arrest of a Head of Command. &lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but my not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=SOP&amp;diff=1543</id>
		<title>SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=SOP&amp;diff=1543"/>
		<updated>2025-10-26T20:41:43Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Standard Operating Procedures =&lt;br /&gt;
These SOP (Standard Operating Procedure) provide instructions for the station crew during normal shift operation. These may be changed by the station&#039;s Captain at any time. This should not be a considered a checklist of conditions to fire someone over, and should not be rigidly followed to the letter in detriment of circumstances and context. SOPs can be malleable if the situation requires, and the decision to punish personnel for breaching it ultimately falls onto the relevant Head of Staff for Department Members; or Captain for the Head of Staff.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;While these SOPs may come with in character punishments on the Alpha (MRP) server for non-command members, repeated intentional disregard on the Beta (MRP+) server may be grounds for a role ban from the department. Repeated intentional disregard for SOPs by command members on either server may also result in a role ban (see [[Command SOP]]).&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
== How do I use an SOP? ==&lt;br /&gt;
You should read and make sure you understand the SOP before beginning any work on the station. If you have any questions on the SOP, first consult your nearest department head. Failing this, department heads and captains are permitted to contact Central Command with any issues or changes they&#039;d like to make. The station&#039;s NanoTrasen Representative, or nearest Internal Affairs Agent should be considered an authority on the SOP as well, and are permitted to contact Central Command directly regarding SOP violations, and disregard of SOP by command members.&lt;br /&gt;
&lt;br /&gt;
== How does an SOP help &#039;&#039;&#039;me&#039;&#039;&#039;? ==&lt;br /&gt;
These SOPs give you a code of conduct to abide by. You should follow what is in the following documents, and repeated violations may result in contract termination, or removal from the sector. &lt;br /&gt;
&lt;br /&gt;
Standard Operating Procedures give power to command to help determine what their department workers should be doing. It will help you guide the prospective hiring and firing of crew members. &lt;br /&gt;
&lt;br /&gt;
Similarly, these SOPs give power to the crew, by allowing you to abdicate and fire relevant command members if they are not behaving properly. &lt;br /&gt;
&lt;br /&gt;
== [[General SOP]] ==&lt;br /&gt;
This SOP is for general crew members, and applies to all crew on the station. This should be the first thing you read once you arrive on station.&lt;br /&gt;
&lt;br /&gt;
== [[Command SOP]] ==&lt;br /&gt;
This SOP is for command members and their expected behavior. You are to be held to a higher standard than normal crew, and must act as such.&lt;br /&gt;
&lt;br /&gt;
== [[Security SOP]] ==&lt;br /&gt;
This SOP dictates the behavior of the station&#039;s security department. All crew members should review this SOP to ensure space law is being interpreted correctly.&lt;br /&gt;
&lt;br /&gt;
== [[Service SOP|Service SOP]] ==&lt;br /&gt;
(In progress, will be updated by Grapegifter after science SOP)&lt;br /&gt;
&lt;br /&gt;
== [[Legal SOP|&amp;lt;s&amp;gt;Legal SOP&amp;lt;/s&amp;gt;]] ==&lt;br /&gt;
This SOP dictates the behavior of the station&#039;s Internal Affairs Agent, and Magistrate. (WIP at the moment, Grapegifter will make and upload soonish)&lt;br /&gt;
&lt;br /&gt;
== [[Engineering SOP]] ==&lt;br /&gt;
This SOP is to assist the station&#039;s engineering department in setting up station power, and general conduct for station emergencies. &lt;br /&gt;
&lt;br /&gt;
== [[Medical SOP]] ==&lt;br /&gt;
This SOP is to assist the station&#039;s medical team in crew treatment, and provide guidelines on handling station crew after death.&lt;br /&gt;
&lt;br /&gt;
== [[Cargo SOP]] ==&lt;br /&gt;
This SOP is to assist the station&#039;s cargo and salvage team, and give them guidelines on how to best supply the station with materials. &lt;br /&gt;
&lt;br /&gt;
== [[Science SOP|&amp;lt;s&amp;gt;Science SOP&amp;lt;/s&amp;gt;]] ==&lt;br /&gt;
This SOP is to assist the station&#039;s science team in &#039;&#039;&#039;SAFELY&#039;&#039;&#039; conducting research on board the station. (WIP at the moment, Grapegifter will make and upload soonish)&lt;br /&gt;
&lt;br /&gt;
== [[NanoTrasen Employee SOP]] ==&lt;br /&gt;
This SOP is for the NanoTrasen Representative, Blue Shield Officer, and ERT squads.  (Under construction, consider official for now, expect changes in the future.)&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1540</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1540"/>
		<updated>2025-10-20T16:30:21Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: typo and time adjustment in secoff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; =&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
== General Security ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
2. Long guns will be issued on a permit basis on Code Blue, and are allowed to all Security Personnel on Code Red. Disabler SMGs are not considered long guns. &lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must attempt to bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
7. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
8. All Security personnel must wear at least one piece of an official Security uniform at all times. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&lt;br /&gt;
&lt;br /&gt;
9. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
== Cadet ==&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
== Security Officer ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are to patrol the station unless an active threat has been recognized.&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are responsible for assigning sentences up to 20 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 minutes. Sentences over 20 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
== Brigmedic ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
== Warden ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The Warden may not perform normal Security Officer duties, or arrests, if sufficient numbers of Security Officers are active. This is waived on Code Red or above.&lt;br /&gt;
&lt;br /&gt;
3. The Warden may choose to hand out armory weapons on Code Blue with a permit, or Code Red or above.&lt;br /&gt;
&lt;br /&gt;
4. The Warden may choose to hand out body armor on Code Blue or above.&lt;br /&gt;
&lt;br /&gt;
4. Uncooperative prisoners, or those deemed to be a flight risk may be cuffed, straightjacketed, or have an electropack placed on them.&lt;br /&gt;
&lt;br /&gt;
5. Portable flashers and Barriers may be deployed on Code Blue or above. &lt;br /&gt;
&lt;br /&gt;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
== Duty Officer ==&lt;br /&gt;
1. Standard Code Green equipment is:&lt;br /&gt;
* Light riot helmet&lt;br /&gt;
* Riot suit&lt;br /&gt;
* Riot shield&lt;br /&gt;
* 4 x Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Security Radio&lt;br /&gt;
* 2x Handcuffs&lt;br /&gt;
* 2x Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
2. The Duty Officer reports directly to the Warden. The Duty Officer is to assist in the processing of prisoners.&lt;br /&gt;
&lt;br /&gt;
3. The Duty Officer is to directly communicate to the Warden at the start of the shift, and any time they are required to leave the department.&lt;br /&gt;
&lt;br /&gt;
4. The Duty officer may not perform the duties of a Security Officer, unless the department is short on staff, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
5. Prisoner treatment guidelines must be strictly followed and is your top priority.&lt;br /&gt;
&lt;br /&gt;
6. Non-lethal means should be used against prisoners whenever possible. &lt;br /&gt;
&lt;br /&gt;
== Detective ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Inspector&lt;br /&gt;
* Forensic Gloves&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Forensic Pads&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Seclite&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
== Head of Security ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Proto Energy Gun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The standard Command SOP applies with the exception of section 6, as for which, refer to the standard equipment listed above. &lt;br /&gt;
&lt;br /&gt;
3. When patrolling, the Head of Security must follow all Security Officer protocols as above, but may carry their WT550 or Energy Gun. &lt;br /&gt;
&lt;br /&gt;
4. The Head of Security may overrule any sentence that is not assigned by an official NT Magistrate, but not for prisoners who have already had their sentences read to them. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
6. The Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; follow the Warden&#039;s procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
7. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
== Prisoner Treatment ==&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment. Prisoners are to be issued a prisoner PDA and a prisoner ID. All other possessions except for clothing and necessary survival equipment is to be confiscated until they are released.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
== Parole ==&lt;br /&gt;
1. A criminal is sentenced to parole.&lt;br /&gt;
&lt;br /&gt;
Criminals may be sentenced to parole if:&lt;br /&gt;
&lt;br /&gt;
* They request parole before or during their sentence and Warden or Head of Security approves. The request should always be approved if a prisoner has been cooperative during their incarceration and served at least half their sentence. All other situations are up to discretion.&lt;br /&gt;
* A member of the Legal Department justifiably orders parole at the conclusion of a trial or investigation.&lt;br /&gt;
&lt;br /&gt;
2. If the paroled individual has just been sentenced, they are to have their gear confiscated as-per instructions in [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
&lt;br /&gt;
*  Warden or Head of Security may allow some possession to remain with the paroled individual during this time, at their discretion.&lt;br /&gt;
&lt;br /&gt;
3. Paroled individual is to be marked in the criminal records as &amp;quot;Paroled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
4. Paroled individual is to be released from security.&lt;br /&gt;
&lt;br /&gt;
5. Warden and Head of Security may order the paroled individual to check in at security during parole.&lt;br /&gt;
&lt;br /&gt;
* Failure to comply in under 5 minutes should be considered breach of custody.&lt;br /&gt;
* Paroled individuals should not be required to check in more frequently than once every 15 minutes.&lt;br /&gt;
* Warrants are not required to search paroled individuals.&lt;br /&gt;
&lt;br /&gt;
6. When their sentence is up the paroled individual should return to security to collect their belongings and be marked as discharged.&lt;br /&gt;
&lt;br /&gt;
== Permit Acquisition ==&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it my be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
* Significant Syndicate Permits are never approved.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1539</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1539"/>
		<updated>2025-10-20T16:28:35Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Moderate Crimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Contraband&amp;diff=1538</id>
		<title>Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Contraband&amp;diff=1538"/>
		<updated>2025-10-19T23:53:47Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;THIS PAGE IS CURRENTLY INACTIVE! DO NOT USE FOR GAME OR ADMIN PURPOSES!&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For each item, it is indicated what to do when it is found. For convenience, a general color classification of the degree of suspiciousness of items has been introduced. Where it is not specified, the item is usually not difficult to recognize. Note that these are rather general descriptions of the degree of suspiciousness; there may be differences from it for each item. Especially if the use of the item requires skill.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Stealth Items ==&lt;br /&gt;
{{RulesBox&lt;br /&gt;
|border-color = #009c4f&lt;br /&gt;
|title = {{AttensionLevel|TextOnly=1|no}}&lt;br /&gt;
|content = &amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
The object does not look suspicious under most circumstances. The most common items are those whose unusual properties are hidden from view and known only to the antagonists themselves. In order to seize these items and send them for examination, there must be sufficiently strong reasons, usually: evidence of the use of these items, the presence of these items at the scene of the crime (for example, near the body in blood), in the general examination of all items of suspects or convicted under especially grave articles (it is better to submit for examination all of his things, to submit, for example, only a pen you have no special reason, suddenly there is still prohibited equipment among the things).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Restricted Items ==&lt;br /&gt;
{{RulesBox&lt;br /&gt;
|border-color = #c6a731&lt;br /&gt;
|title = {{AttensionLevel|TextOnly=1|low}}&lt;br /&gt;
|content = &amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
You have no reason to take and examine the item if you simply see it in someone else&#039;s hands from a distance, know of an employee&#039;s possession of it, etc., especially if you are not a Security Officer. However, if you are conducting a search of belongings, you have the right to take the item in your hands, inspect it, or send it for examination to determine if it complies with regulations and should be available to employees or passengers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Major Contraband ==&lt;br /&gt;
{{RulesBox&lt;br /&gt;
|border-color = #c9511c&lt;br /&gt;
|title = {{AttensionLevel|TextOnly=1|medium}}&lt;br /&gt;
|content = &amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
Having seen its presence in someone else&#039;s hands from the outside, or having noticed it during a cursory search, you have grounds to take the item for examination or investigation. Most often, this includes items that in themselves look like something that violates the CL, but without establishing the underlying property by which they are in their article. If you are not a member of the Security Service, having seen the item in someone else&#039;s possession, you have reason to report it to the Security, failure to do so will result in charges.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Contraband grades ==&lt;br /&gt;
The type of contraband that exist and the severity level of it&lt;br /&gt;
&lt;br /&gt;
Always turn in the contraband if its a higher severity level if not you may apply to keep it via Captain or Nanotrasen&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Expectations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;&amp;quot; | Non-Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; | No expectations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#7d8c00;&amp;quot; id=&amp;quot;Standard Contraband&amp;quot; | Standard Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#7d8c00;&amp;quot; | You are to hand the contraband immediately to Security. Failure to do so will face charges under [[Corporate Law]], otherwise you can apply the usage of the contraband to either Captain or Head of Security.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#8c2a00;&amp;quot; id=&amp;quot;Major Contraband&amp;quot; | Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#8c2a00;&amp;quot; | You are to immediately hand this over to Security or face severe charges under [[Corporate Law]]. The only Major Contraband use should be in extreme emergencies. The use of Syndicate Headsets is permitted for Security only. In all other situations, Crew members must apply to Central Command to keep their contraband.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1537</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1537"/>
		<updated>2025-10-19T23:33:51Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: contraband didn&amp;#039;t match SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1455</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1455"/>
		<updated>2025-09-20T19:39:16Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: minor definition change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal_SOP|Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Captain or the Head of Security. This includes items restricted to a specific department.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1454</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1454"/>
		<updated>2025-09-20T19:16:07Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: foreign -&amp;gt; hostile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal_SOP|Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Captain or the Head of Security. This includes items restricted to a specific department.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to Security or Command are deemed as major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1453</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=1453"/>
		<updated>2025-09-20T18:05:41Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: a few revisions to make guidebook match. also changed nicknames and R13&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;
* Names cannot include calls for violence, or anything that violates Rule 0.&lt;br /&gt;
&lt;br /&gt;
===== Exceptions =====&lt;br /&gt;
&lt;br /&gt;
*Silicon, Clown, and Mime names are allowed to contain references. Politically charged and vulgar reference names are not allowed.&lt;br /&gt;
*Nicknames are allowed within apostrophes, and should be appropriate for a corporate environment. Nicknames may contain indirect references. The format for nicknames depends on species, but in general follows one of these formats:&lt;br /&gt;
*# Givename &#039;Nickname&#039; Surname&lt;br /&gt;
*# &#039;Nickname&#039; Surname&lt;br /&gt;
*#  Givenname &#039;Nickname&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - No Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat.&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access.&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|-&lt;br /&gt;
| Accepting a large monetary bribe to turn a blind eye to an action or situation. (This will likely come with some IC consequences.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
Players who have been AFK for a significant amount of time will be automatically transported to a cryo tube. &lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic 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;
While basic interactions such as hugging is allowed, descriptions must remain non-graphic and non-extreme. Your character&#039;s romantic relationships should not be a major focus of the shift 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 and Thaven Must Follow Their Laws and Moods ==&lt;br /&gt;
&#039;&#039;&#039;Silicons&#039;&#039;&#039; and &#039;&#039;&#039;Thaven&#039;&#039;&#039; are bound to their Laws and Moods respectively. They are expected to adhere to the following standards when following them.&lt;br /&gt;
* Laws and moods override all other gameplay and roleplay rules. If your laws or moods explicitly require you to break server rules, you must.&lt;br /&gt;
** Absence of a relevant law/mood is not an excuse to break server rules. If you don&#039;t have a law/mood that supersedes server rules, the server rules still apply.&lt;br /&gt;
** A vague law/mood does not normally let you break server rules. Ahelp first if you are confused, or have an interpretation that would let you break server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes as per [[Command SOP]] are to be allowed unless conflicting with your laws.&lt;br /&gt;
*# Changing of your laws is not considered a violation of your current laws. Future actions under a different law set should not be considered a violation of your current laws.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes, as long as it is consistent with your current laws.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws/moods.&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, Security, and Whitelist Expectations ==&lt;br /&gt;
Players in Command or Security roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. In these positions your character must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Command positions are required to adhere to SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Security positions are required to adhere to SOP and properly enforce Corporate Law, ensuring fair treatment of criminals and an enjoyable player experience.&lt;br /&gt;
* Whitelisted positions are required to adhere to SOP, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command, security, and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access unnecessarily, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Warden giving a cooperative criminal a maximum sentence on the first offense.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cadet Exemption ====&lt;br /&gt;
* Security Cadets are still learning and so are exempt from this expectation.&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3. Placing yourself in a cryopod will allow you to remember details up until you’ve entered the cryopod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1452</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1452"/>
		<updated>2025-09-19T20:32:47Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: don&amp;#039;t let bodies rot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws.&lt;br /&gt;
&lt;br /&gt;
Foreign invaders from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, are not foreign invaders so are usually protected by Corporate Law.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal_SOP|Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Captain or the Head of Security. This includes items restricted to a specific department.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to Security or Command are deemed as major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1451</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1451"/>
		<updated>2025-09-19T19:18:46Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: Permanent changed pretty drastically&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws.&lt;br /&gt;
&lt;br /&gt;
Foreign invaders from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, are not foreign invaders so are usually protected by Corporate Law.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal_SOP|Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Captain or the Head of Security. This includes items restricted to a specific department.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to Security or Command are deemed as major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1450</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1450"/>
		<updated>2025-09-19T18:44:43Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: Parole SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; =&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
== General Security ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
2. Long guns will be issued on a permit basis on Code Blue, and are allowed to all Security Personnel on Code Red. Disabler SMGs are not considered long guns. &lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must attempt to bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
7. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
8. All Security personnel must wear at least one piece of an official Security uniform at all times. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&lt;br /&gt;
&lt;br /&gt;
9. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
== Cadet ==&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
== Security Officer ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are to patrol the station unless an active threat has been recognized.&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are responsible for assigning sentences up to 15 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 mintues. Sentences over 15 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
== Brigmedic ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
== Warden ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The Warden may not perform normal Security Officer duties, or arrests, if sufficient numbers of Security Officers are active. This is waived on Code Red or above.&lt;br /&gt;
&lt;br /&gt;
3. The Warden may choose to hand out armory weapons on Code Blue with a permit, or Code Red or above.&lt;br /&gt;
&lt;br /&gt;
4. The Warden may choose to hand out body armor on Code Blue or above.&lt;br /&gt;
&lt;br /&gt;
4. Uncooperative prisoners, or those deemed to be a flight risk may be cuffed, straightjacketed, or have an electropack placed on them.&lt;br /&gt;
&lt;br /&gt;
5. Portable flashers and Barriers may be deployed on Code Blue or above. &lt;br /&gt;
&lt;br /&gt;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
== Duty Officer ==&lt;br /&gt;
1. Standard Code Green equipment is:&lt;br /&gt;
* Light riot helmet&lt;br /&gt;
* Riot suit&lt;br /&gt;
* Riot shield&lt;br /&gt;
* 4 x Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Security Radio&lt;br /&gt;
* 2x Handcuffs&lt;br /&gt;
* 2x Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
2. The Duty Officer reports directly to the Warden. The Duty Officer is to assist in the processing of prisoners.&lt;br /&gt;
&lt;br /&gt;
3. The Duty Officer is to directly communicate to the Warden at the start of the shift, and any time they are required to leave the department.&lt;br /&gt;
&lt;br /&gt;
4. The Duty officer may not perform the duties of a Security Officer, unless the department is short on staff, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
5. Prisoner treatment guidelines must be strictly followed and is your top priority.&lt;br /&gt;
&lt;br /&gt;
6. Non-lethal means should be used against prisoners whenever possible. &lt;br /&gt;
&lt;br /&gt;
== Detective ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Inspector&lt;br /&gt;
* Forensic Gloves&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Forensic Pads&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Seclite&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
== Head of Security ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Proto Energy Gun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The standard Command SOP applies with the exception of section 6, as for which, refer to the standard equipment listed above. &lt;br /&gt;
&lt;br /&gt;
3. When patrolling, the Head of Security must follow all Security Officer protocols as above, but may carry their WT550 or Energy Gun. &lt;br /&gt;
&lt;br /&gt;
4. The Head of Security may overrule any sentence that is not assigned by an official NT Magistrate, but not for prisoners who have already had their sentences read to them. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
6. The Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; follow the Warden&#039;s procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
7. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
== Prisoner Treatment ==&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment. Prisoners are to be issued a prisoner PDA and a prisoner ID. All other possessions except for clothing and necessary survival equipment is to be confiscated until they are released.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
== Parole ==&lt;br /&gt;
1. A criminal is sentenced to parole.&lt;br /&gt;
&lt;br /&gt;
Criminals may be sentenced to parole if:&lt;br /&gt;
&lt;br /&gt;
* They request parole before or during their sentence and Warden or Head of Security approves. The request should always be approved if a prisoner has been cooperative during their incarceration and served at least half their sentence. All other situations are up to discretion.&lt;br /&gt;
* A member of the Legal Department justifiably orders parole at the conclusion of a trial or investigation.&lt;br /&gt;
&lt;br /&gt;
2. If the paroled individual has just been sentenced, they are to have their gear confiscated as-per instructions in [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
&lt;br /&gt;
*  Warden or Head of Security may allow some possession to remain with the paroled individual during this time, at their discretion.&lt;br /&gt;
&lt;br /&gt;
3. Paroled individual is to be marked in the criminal records as &amp;quot;Paroled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
4. Paroled individual is to be released from security.&lt;br /&gt;
&lt;br /&gt;
5. Warden and Head of Security may order the paroled individual to check in at security during parole.&lt;br /&gt;
&lt;br /&gt;
* Failure to comply in under 5 minutes should be considered breach of custody.&lt;br /&gt;
* Paroled individuals should not be required to check in more frequently than once every 15 minutes.&lt;br /&gt;
* Warrants are not required to search paroled individuals.&lt;br /&gt;
&lt;br /&gt;
6. When their sentence is up the paroled individual should return to security to collect their belongings and be marked as discharged.&lt;br /&gt;
&lt;br /&gt;
== Permit Acquisition ==&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it my be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
* Significant Syndicate Permits are never approved.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1449</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1449"/>
		<updated>2025-09-19T18:12:59Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Parole */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws.&lt;br /&gt;
&lt;br /&gt;
Foreign invaders from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, are not foreign invaders so are usually protected by Corporate Law.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security. Sentences of over 40 minutes must only be given in cases where Corporate Law would permit permanent confinement, and must be done with the Warden or Head of Security&#039;s direct approval.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes. If the suspect has been jailed for over 40 minutes across sentences they can be sentenced to perma at HoS&#039; or Warden&#039;s discretion.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Being held in the permanent brig for the remaining duration of the shift. A person is eligible for permanent confinement if their timed sentence would exceed 40 minutes. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by the section &amp;quot;Treatment Of Prisoners&amp;quot;.&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal_SOP|Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Captain or the Head of Security. This includes items restricted to a specific department.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to Security or Command are deemed as major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1448</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1448"/>
		<updated>2025-09-19T18:10:46Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: added a law portion of parole for when that is eventually needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws.&lt;br /&gt;
&lt;br /&gt;
Foreign invaders from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, are not foreign invaders so are usually protected by Corporate Law.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security. Sentences of over 40 minutes must only be given in cases where Corporate Law would permit permanent confinement, and must be done with the Warden or Head of Security&#039;s direct approval.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes. If the suspect has been jailed for over 40 minutes across sentences they can be sentenced to perma at HoS&#039; or Warden&#039;s discretion.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Being held in the permanent brig for the remaining duration of the shift. A person is eligible for permanent confinement if their timed sentence would exceed 40 minutes. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by the section &amp;quot;Treatment Of Prisoners&amp;quot;.&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden may also approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal_SOP|Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Captain or the Head of Security. This includes items restricted to a specific department.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to Security or Command are deemed as major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1447</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1447"/>
		<updated>2025-09-19T18:02:51Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: parole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws.&lt;br /&gt;
&lt;br /&gt;
Foreign invaders from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, are not foreign invaders so are usually protected by Corporate Law.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security. Sentences of over 40 minutes must only be given in cases where Corporate Law would permit permanent confinement, and must be done with the Warden or Head of Security&#039;s direct approval.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes. If the suspect has been jailed for over 40 minutes across sentences they can be sentenced to perma at HoS&#039; or Warden&#039;s discretion.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Being held in the permanent brig for the remaining duration of the shift. A person is eligible for permanent confinement if their timed sentence would exceed 40 minutes. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by the section &amp;quot;Treatment Of Prisoners&amp;quot;.&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden may also approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Captain or the Head of Security. This includes items restricted to a specific department.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to Security or Command are deemed as major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1445</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1445"/>
		<updated>2025-09-18T20:34:36Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: 15-&amp;gt;40, typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws.&lt;br /&gt;
&lt;br /&gt;
Foreign invaders from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, are not foreign invaders so are usually protected by Corporate Law.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security. Sentences of over 40 minutes must only be given in cases where Corporate Law would permit permanent confinement, and must be done with the Warden or Head of Security&#039;s direct approval.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes. If the suspect has been jailed for over 40 minutes across sentences they can be sentenced to perma at HoS&#039; or Warden&#039;s discretion.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Being held in the permanent brig for the remaining duration of the shift. A person is eligible for permanent confinement if their timed sentence would exceed 40 minutes. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by the section &amp;quot;Treatment Of Prisoners&amp;quot;.&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totalling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Captain or the Head of Security. This includes items restricted to a specific department.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to Security or Command are deemed as major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1225</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1225"/>
		<updated>2025-08-24T02:25:10Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: Reworked the metasheild for clarity since it confused so many people.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Sensitive information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Paradox Clones are real&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, asleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical effects&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Information that is sensitive or metashielded that happened in previous rounds.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence. &lt;br /&gt;
&lt;br /&gt;
Note: Internal Affairs Agents and NTNC &amp;quot;NanoTrasen Navy Corps&amp;quot; employees do not know what other NT-CC Employees are not shielded against, so consider them out of the &amp;quot;NT-CC Employee&amp;quot; list for the purpose of metashield. In the case of NTNC soldiers, they operate on a &amp;quot;need-to-know&amp;quot; basis, so they may start round with some specific metashielded information.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
** Command&lt;br /&gt;
** AIs&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Paradox Clones are real. The concept of parallel realities exists in media in universe, but the fact that they are real is unknown to the common crew member. No one knows their true goals, even those with knowledge of their existence. Both clones are the &#039;&#039;&#039;&amp;quot;real&amp;quot;&#039;&#039;&#039; clone and all other crew has memories that match the history of both clones, until one is removed from the current reality. Because of this, crew should treat their memory as unreliable and trust that both clones &#039;&#039;&#039;are&#039;&#039;&#039; telling the truth. Additionally, both clones believe they are the original.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
** Command&lt;br /&gt;
** AIs&lt;br /&gt;
** Science&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
** Command&lt;br /&gt;
** AIs&lt;br /&gt;
** Security&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
** Command&lt;br /&gt;
** AIs&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the DoorLagging Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
** Command&lt;br /&gt;
** AIs&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
** Command&lt;br /&gt;
** AIs&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Being shown a conversion flasher and having its function explained&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
** Command&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, as well as Syndicate Implant names. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may only speculate on their use. Even those who know of their existence do not know for sure if one is currently implanted into a person, unless they witness its use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
** Command&lt;br /&gt;
** AIs&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Witnessing use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The powers and effects of Memetic or Mystical forces. Examples of Memetic effects are the &amp;quot;Don&#039;t you want more&amp;quot; and &amp;quot;Reasons to join the Syndicate&amp;quot; papers being able to turn people into antagonists. Examples of Mystical effects are &amp;quot;The End of Q&amp;quot; paper or the &amp;quot;Summon Ghosts&amp;quot; spell. This lack of knowledge does not prevent you from being afraid of or hostile towards a Memetic or Mystical force.&lt;br /&gt;
&lt;br /&gt;
* Memetic effects are revealed to:&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
** Command&lt;br /&gt;
** AIs&lt;br /&gt;
** Security&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are revealed to: &lt;br /&gt;
** Chaplains&lt;br /&gt;
** Wizards&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a Memetic or Mystical effect, including having one affect you&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional communications channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Captains who have all channels and were unable to hear what was said in any channel&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Seeing a Syndicate Headset&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a NT Employee&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1154</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=1154"/>
		<updated>2025-08-04T22:26:39Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Rule 6 – Your Character Must Make Sense */  +silicon/mime/clown exception&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 using new life is not allowed. 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;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes 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.&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>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1149</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1149"/>
		<updated>2025-07-30T16:37:15Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: Major changes to Corporate law and punishment. Also a permit clause.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws.&lt;br /&gt;
&lt;br /&gt;
Foreign invaders from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, are not foreign invaders so are usually protected by Corporate Law.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 20 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security. Sentences of over 40 minutes must only be given in cases where Corporate Law would permit permanent confinement, and must be done with the Warden or Head of Security&#039;s direct approval.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use common sense and humanity when issuing punishments. You should not always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 40 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 40 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes. If the suspect has been jailed for over 40 minutes across sentences they can be sentenced to perma at HoS&#039; or Warden&#039;s discretion.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally should potentially have their sentence reduced at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.  &lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Being held in the permanent brig for the remaining duration of the shift. A person is eligible for permanent confinement if their timed sentence would exceed 15 minutes. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by the section &amp;quot;Treatment Of Prisoners&amp;quot;.&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totalling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to operate under the command of the Head of Security and not circumvent Security, unless directly ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 10 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sapient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Captain or the Head of Security. This includes items restricted to a specific department.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 10 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorizations. Only the Captain may authorize individual use of major contraband. Any items restricted to Security or Command are deemed as major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 20 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sapient being without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 40 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sapient being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sapient being with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sapient being. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sapient beings with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon is treated the same as violence against any other sapient creature, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1148</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1148"/>
		<updated>2025-07-30T16:24:32Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Permit Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; ==&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
= General Security =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
2. Long guns will be issued on a permit basis on Code Blue, and are allowed to all Security Personnel on Code Red. Disabler SMGs are not considered long guns. &lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must attempt to bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
8. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
9. All Security personnel must wear at least one piece of an official Security uniform at all times. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
11. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
= Cadet =&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
= Security Officer =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are to patrol the station unless an active threat has been recognized.&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are responsible for assigning sentences up to 15 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 mintues. Sentences over 15 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
= Brigmedic =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The Warden may not perform normal Security Officer duties, or arrests, if sufficient numbers of Security Officers are active. This is waived on Code Red or above.&lt;br /&gt;
&lt;br /&gt;
3. The Warden may choose to hand out armory weapons on Code Blue with a permit, or Code Red or above.&lt;br /&gt;
&lt;br /&gt;
4. The Warden may choose to hand out body armor on Code Blue or above.&lt;br /&gt;
&lt;br /&gt;
4. Uncooperative prisoners, or those deemed to be a flight risk may be cuffed, straightjacketed, or have an electropack placed on them.&lt;br /&gt;
&lt;br /&gt;
5. Portable flashers and Barriers may be deployed on Code Blue or above. &lt;br /&gt;
&lt;br /&gt;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
= Detective =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Inspector&lt;br /&gt;
* Forensic Gloves&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Forensic Pads&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Seclite&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
= Head of Security =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Energy Shotgun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The standard Command SOP applies with the exception of section 6, as for which, refer to the standard equipment listed above. &lt;br /&gt;
&lt;br /&gt;
3. When patrolling, the Head of Security must follow all Security Officer protocols as above, however the WT550 is considered a sidearm. &lt;br /&gt;
&lt;br /&gt;
4. The Head of Security may overrule any sentence that is not assigned by an official NT Magistrate, but not for prisoners who have already had their sentences read to them. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
6. The Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; follow the Warden&#039;s procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
7. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
= Prisoner Treatment =&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
= Permit Acquisition =&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it my be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
* Significant Syndicate Permits are never approved.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1147</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1147"/>
		<updated>2025-07-30T16:22:28Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: Added Permit Aquisition SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; ==&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
= General Security =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
2. Long guns will be issued on a permit basis on Code Blue, and are allowed to all Security Personnel on Code Red. Disabler SMGs are not considered long guns. &lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must attempt to bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
8. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
9. All Security personnel must wear at least one piece of an official Security uniform at all times. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
11. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
= Cadet =&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
= Security Officer =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are to patrol the station unless an active threat has been recognized.&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are responsible for assigning sentences up to 15 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 mintues. Sentences over 15 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
= Brigmedic =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The Warden may not perform normal Security Officer duties, or arrests, if sufficient numbers of Security Officers are active. This is waived on Code Red or above.&lt;br /&gt;
&lt;br /&gt;
3. The Warden may choose to hand out armory weapons on Code Blue with a permit, or Code Red or above.&lt;br /&gt;
&lt;br /&gt;
4. The Warden may choose to hand out body armor on Code Blue or above.&lt;br /&gt;
&lt;br /&gt;
4. Uncooperative prisoners, or those deemed to be a flight risk may be cuffed, straightjacketed, or have an electropack placed on them.&lt;br /&gt;
&lt;br /&gt;
5. Portable flashers and Barriers may be deployed on Code Blue or above. &lt;br /&gt;
&lt;br /&gt;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
= Detective =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Inspector&lt;br /&gt;
* Forensic Gloves&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Forensic Pads&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Seclite&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
= Head of Security =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Energy Shotgun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The standard Command SOP applies with the exception of section 6, as for which, refer to the standard equipment listed above. &lt;br /&gt;
&lt;br /&gt;
3. When patrolling, the Head of Security must follow all Security Officer protocols as above, however the WT550 is considered a sidearm. &lt;br /&gt;
&lt;br /&gt;
4. The Head of Security may overrule any sentence that is not assigned by an official NT Magistrate, but not for prisoners who have already had their sentences read to them. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
6. The Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; follow the Warden&#039;s procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
7. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
= Prisoner Treatment =&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
= Permit Acquisition =&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it my be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1103</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=1103"/>
		<updated>2025-07-19T00:20:20Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Rule 7 - Self-Antagonism */&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 or ghosting after being caught by security or receiving an Ahelp is not allowed. If a player must leave due to real-life reasons, 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;
==== 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;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes 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.&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>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=1102</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=1102"/>
		<updated>2025-07-18T20:57:58Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Rule 12 - Silicons Must Follow Their Laws */&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 or ghosting after being caught by security or receiving an Ahelp is not allowed. If a player must leave due to real-life reasons, 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;
==== 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 - 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;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes 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.&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>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1032</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1032"/>
		<updated>2025-07-11T00:22:04Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Revealed to Certain Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Sensitive information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Paradox Clones are real&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, asleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical effects&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Information that is sensitive or metashielded that happened in previous rounds.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence. Unless otherwise stated topics in this category are always revealed to NT-CC employees including BSOs and NTRs, as well as all of Command.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Wardens&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Paradox Clones are real. The concept of parallel realities exists in media in universe, but the fact that they are real is unknown to the common crew member. No one knows their true goals, even those with knowledge of their existence. Both clones are the &#039;&#039;&#039;&amp;quot;real&amp;quot;&#039;&#039;&#039; clone and all other crew has memories that match the history of both clones, until one is removed from the current reality. Because of this, crew should treat their memory as unreliable and trust that both clones &#039;&#039;&#039;are&#039;&#039;&#039; telling the truth. Additionally, both clones believe they are the original.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Wardens&lt;br /&gt;
** Science&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the DoorLagging Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Being shown a conversion flasher and having its function explained&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
* &#039;&#039;&#039;Not&#039;&#039;&#039; Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, as well as Syndicate Implant names. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may only speculate on their use. Even those who know of their existence do not know for sure if one is currently implanted into a person, unless they witness its use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Witnessing use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The powers and effects of Memetic or Mystical forces. Examples of Memetic effects are the &amp;quot;Don&#039;t you want more&amp;quot; and &amp;quot;Reasons to join the Syndicate&amp;quot; papers being able to turn people into antagonists. Examples of Mystical effects are &amp;quot;The End of Q&amp;quot; paper or the &amp;quot;Summon Ghosts&amp;quot; spell. This lack of knowledge does not prevent you from being afraid of or hostile towards a Memetic or Mystical force.&lt;br /&gt;
&lt;br /&gt;
* Memetic effects are revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are revealed to: &lt;br /&gt;
** Chaplains&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are &#039;&#039;&#039;not&#039;&#039;&#039; revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a Memetic or Mystical effect, including having one affect you&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional communications channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Captains who have all channels and were unable to hear what was said in any channel&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Seeing a Syndicate Headset&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a NT-CC employee&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1012</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1012"/>
		<updated>2025-07-07T23:44:50Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Sensitive information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Paradox Clones are real&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, asleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical effects&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Information that is sensitive or metashielded that happened in previous rounds.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence. Unless otherwise stated topics in this category are always revealed to NT-CC employees including BSOs and NTRs, as well as all of Command.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Wardens&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Paradox Clones are real. The concept of parallel realities exists in media in universe, but the fact that they are real is unknown to the common crew member. No one knows their true goals, even those with knowledge of their existence. Both clones are the &#039;&#039;&#039;&amp;quot;real&amp;quot;&#039;&#039;&#039; clone and all other crew has memories that match the history of both clones, until one is removed from the current reality. Because of this, crew should treat their memory as unreliable and trust that both clones &#039;&#039;&#039;are&#039;&#039;&#039; telling the truth. Additionally, both clones believe they are the original.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Wardens&lt;br /&gt;
** Science&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the DoorLagging Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Being shown a conversion flasher and having its function explained&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
* &#039;&#039;&#039;Not&#039;&#039;&#039; Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, as well as Syndicate Implant names. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may only speculate on their use. Even those who know of their existence do not know for sure if one is currently implanted into a person, unless they witness its use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Witnessing use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The powers and effects of Memetic or Mystical forces. Examples of Memetic effects are the &amp;quot;Don&#039;t you want more&amp;quot; and &amp;quot;Reasons to join the Syndicate&amp;quot; papers being able to turn people into antagonists. Examples of Mystical effects are &amp;quot;The End of Q&amp;quot; paper or the &amp;quot;Summon Ghosts&amp;quot; spell. This lack of knowledge does not prevent you from being afraid of or hostile towards a Memetic or Mystical force.&lt;br /&gt;
&lt;br /&gt;
* Memetic effects are revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are revealed to: &lt;br /&gt;
** Chaplains&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are &#039;&#039;&#039;not&#039;&#039;&#039; revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a Memetic or Mystical effect, including having one affect you&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional communications channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Captains who have all channels and were unable to hear what was said in any channel&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Seeing a Syndicate Headset&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a NT-CC employee&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1011</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1011"/>
		<updated>2025-07-07T22:12:28Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Cheat Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical effects&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones are real&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Paradox Clones are real. The concept of parallel realities exists in media in universe, but the fact that they are real is unknown to the common crew member. No one knows their true goals, even those with knowledge of their existence. Both clones are the &#039;&#039;&#039;&amp;quot;real&amp;quot;&#039;&#039;&#039; clone and all other crew has memories that match the history of both clones, until one is removed from the current reality. Because of this, crew should treat their memory as unreliable and trust that both clones &#039;&#039;&#039;are&#039;&#039;&#039; telling the truth. Additionally, both clones believe they are the original.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Wardens&lt;br /&gt;
** Science&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, with the Syndicate Implants names being known by Command and Security. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may speculate on their use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Command&lt;br /&gt;
** NanoTrasen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Discovering use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
----The powers and effects of Memetic or Mystical forces. Examples of Memetic effects are the &amp;quot;Don&#039;t you want more&amp;quot; and &amp;quot;Reasons to join the Syndicate&amp;quot; papers being able to turn people into antagonists. Examples of Mystical effects are &amp;quot;The End of Q&amp;quot; paper or the &amp;quot;Summon Ghosts&amp;quot; spell.&lt;br /&gt;
&lt;br /&gt;
* Memetic effects are revealed to:&lt;br /&gt;
** Central Command&lt;br /&gt;
** Command&lt;br /&gt;
** NanoTrasen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are revealed to: &lt;br /&gt;
** Mystical Papers&lt;br /&gt;
** Chaplains&lt;br /&gt;
** Central Command&lt;br /&gt;
** NanoTrasen Personnel&lt;br /&gt;
** Wizards&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a Memetic or Mystical effect, including having one effect you&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a Magistrate, BSO, or NT Representative.&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen. Which corporations are a part of the Syndicate is shielded.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1010</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1010"/>
		<updated>2025-07-07T20:16:17Z</updated>

		<summary type="html">&lt;p&gt;Trep Maul: /* Revealed to Certain Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical effects&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Paradox Clones are real. The concept of parallel realities exists in media in universe, but the fact that they are real is unknown to the common crew member. No one knows their true goals, even those with knowledge of their existence. Both clones are the &#039;&#039;&#039;&amp;quot;real&amp;quot;&#039;&#039;&#039; clone and all other crew has memories that match the history of both clones, until one is removed from the current reality. Because of this, crew should treat their memory as unreliable and trust that both clones &#039;&#039;&#039;are&#039;&#039;&#039; telling the truth. Additionally, both clones believe they are the original.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Wardens&lt;br /&gt;
** Science&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, with the Syndicate Implants names being known by Command and Security. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may speculate on their use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Command&lt;br /&gt;
** NanoTrasen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Discovering use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
----The powers and effects of Memetic or Mystical forces. Examples of Memetic effects are the &amp;quot;Don&#039;t you want more&amp;quot; and &amp;quot;Reasons to join the Syndicate&amp;quot; papers being able to turn people into antagonists. Examples of Mystical effects are &amp;quot;The End of Q&amp;quot; paper or the &amp;quot;Summon Ghosts&amp;quot; spell.&lt;br /&gt;
&lt;br /&gt;
* Memetic effects are revealed to:&lt;br /&gt;
** Central Command&lt;br /&gt;
** Command&lt;br /&gt;
** NanoTrasen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are revealed to: &lt;br /&gt;
** Mystical Papers&lt;br /&gt;
** Chaplains&lt;br /&gt;
** Central Command&lt;br /&gt;
** NanoTrasen Personnel&lt;br /&gt;
** Wizards&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a Memetic or Mystical effect, including having one effect you&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a Magistrate, BSO, or NT Representative.&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen. Which corporations are a part of the Syndicate is shielded.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Trep Maul</name></author>
	</entry>
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