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	<title>Starlight wiki - User contributions [en]</title>
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	<updated>2026-05-21T20:59:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.starlight.network/index.php?title=Secure_Knowledge&amp;diff=2225</id>
		<title>Secure Knowledge</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Secure_Knowledge&amp;diff=2225"/>
		<updated>2026-05-21T08:09:14Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Redirected page to Metashield#Secure Knowledge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Metashield#Secure Knowledge]]&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Secrets&amp;diff=2224</id>
		<title>Corporate Secrets</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Secrets&amp;diff=2224"/>
		<updated>2026-05-21T08:08:39Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Redirected page to Metashield#Corporate Secrets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Metashield#Corporate Secrets]]&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Unknown_Information&amp;diff=2223</id>
		<title>Unknown Information</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Unknown_Information&amp;diff=2223"/>
		<updated>2026-05-21T08:07:56Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Redirected page to Metashield#Unknown Information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Metashield#Unknown Information]]&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2222</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2222"/>
		<updated>2026-05-21T08:05:38Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Further navigation improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
The Metashield is enforced via administrative measure, via [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|server rule #14]].&lt;br /&gt;
&lt;br /&gt;
This system is broken up into the following core pillars:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;[[Unknown Information|&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;]]&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;u&amp;gt;[[Corporate Secrets]]&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;u&amp;gt;[[Secure Knowledge]]&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;u&amp;gt;[[Metashield#Backgrounds|Background]]&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Metashield#Meta Information|Meta Information]]&lt;br /&gt;
|[[Metashield#Ninjas|Ninjas]]&lt;br /&gt;
|[[Metashield#Revolutionary Methods|Revolutionary Methods]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Metashield#Unconscious Information|Unconscious Information]]&lt;br /&gt;
|[[Metashield#Abductors|Abductors]]&lt;br /&gt;
|[[Metashield#Changelings|Changelings]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Romerol Virus|Romerol Virus and Zombies]]&lt;br /&gt;
|[[Metashield#Suspected Syndicate Corporations|Syndicate Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Paradox Clones|Interdimensional Intruders]]&lt;br /&gt;
|[[Metashield#Non-NanoTrasen Implants|Illegal Implants]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Cults|Cults]]&lt;br /&gt;
|[[Metashield#Vampires|Vampires]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Nuclear Operatives|Nuclear Operatives]]&lt;br /&gt;
|[[Metashield#Wizards|Wizards]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#NTSF Decimus|NTSF Decimus and Code Epsilon]]&lt;br /&gt;
|[[Metashield#Syndicate Equipment|Syndicate Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#High Value Targets|High Value Targets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current game-mode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Checking headsets without cause is considered meta-gaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded game-mode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
You may not remember any information learned while &#039;&#039;&#039;critical&#039;&#039;&#039;, &#039;&#039;&#039;asleep&#039;&#039;&#039;, &#039;&#039;&#039;dead&#039;&#039;&#039; or &#039;&#039;&#039;ghosted&#039;&#039;&#039;. If any of these happen to you, you forget the last ~5 minutes leading up to the event causing the aforementioned state. Silicon memory is chassis-specific, and destruction of the chassis causes &#039;&#039;&#039;total&#039;&#039;&#039; memory loss of everything experienced in said chassis.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never &#039;&#039;remember&#039;&#039; anything about your death or drugging.&lt;br /&gt;
# You &#039;&#039;may&#039;&#039; make conclusions based off the state you&#039;re in when you wake up, same as anyone else.&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. &lt;br /&gt;
&lt;br /&gt;
These are: &lt;br /&gt;
&lt;br /&gt;
* All of [[Command]]&lt;br /&gt;
* [[Station AI]]&lt;br /&gt;
* [[Nanotrasen Representative|NanoTrasen Representative]]&lt;br /&gt;
* [[Blue Shield Officer]]&lt;br /&gt;
* [[Magistrate]]&lt;br /&gt;
* Central Command roles such as [[Emergency Response Teams|ERT]], OPs, CBURN, etc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== [[Ninja|Ninjas]] ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal research and disrupt NT-CC operations. They possess access-breaking technology, and predominately target our research servers. Hostile ninjas are to be treated as boarders, and dealt with accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆&#039;&#039;Ninjas are popular in certain genres of pop culture, but normal crew don&#039;t know they exist outside of cosplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Abductors]] ====&lt;br /&gt;
Abductors are mysterious aliens with cloaking and advanced teleporting technology. Their modus-operandi consists of kidnapping other sentient species and implanting them with tracking organs. Abductors engaging in this are to be treated as boarders, and dealt with accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Zombie|Romerol Virus]] ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. Where it comes from is unknown, but it is spread intentionally by certain organisations, such as the [[Syndicate]]. There exists a cure, but knowledge of it is intentionally suppressed, and so instructions must be provided to relevant personnel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are popular in movies and other media, but are viewed as fiction by normal crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Interdimensional Intruders ====&lt;br /&gt;
&#039;&#039;[[Paradox Clone|Paradox Clones]], [[Exterminator|Exterminators]], etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenomenon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should an interdimensional intruder be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Other dimensions are popular in fictional media in-universe, as are stories of people from them. Nobody knows why these beings are here or what they are here to do, and in the case of Paradox Clones, nobody can tell them apart and all memory around them is hazy.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cults ====&lt;br /&gt;
While most cults are harmless superstition, some are in contact with very real entities, often extradimensional. These cults sometimes sneak onto NT-CC stations to convert them into secretive bases from which to perform forbidden rituals. Obviously, this is bad for efficiency, and must be stopped.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Chaplain]]&#039;&#039;&#039; specifically knows of these cults, despite not being part of the Corporate Secret list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While tales of magic and cults are considered just that, wild tales, when you see cultists roaming the halls with blades you don&#039;t need to believe in their god to know things are going down in a bad way.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== [[Nuclear Operative|Nuclear Operatives]] ====&lt;br /&gt;
Despite being a shell of their former selves, the [[Syndicate]] does sometimes mount assaults on the station, aiming to use its self-destruction measures against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The image of the Blood-Red hard-suit is featured in a whole genre of war-movies about the pod wars, but today they are viewed as distant history, long gone.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
The existence of [[NanoTrasen Special Forces]] is common, and recruitment drives for them everywhere on NT-CC stations. Decimus, however, and it&#039;s associated Epsilon alert level, are highly illegal procedures that the consortium keeps secret. Even those in the know will believe it to have never been used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It would surprise nobody that NanoTrasen, which keeps nuclear warheads on their stations for self-destruction, had some sort of deathsquad for rogue station. It remains the realm of conspiracy theory, however.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== [[Revolution|Revolutionary Methods]] ====&lt;br /&gt;
Nobody would ever betray NT-CC to become a communist by choice, obviously, and so the [[United Soviet Socialist Planets]] utilises agents armed with mind-altering devices, disguised as flashes, to convert the crew by force. The agents that bring these aboard also have teleportation technology to bring in equipment needed for their revolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;De-converted Revolutionaries forget what happened while they were brainwashed.&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Changeling|Changelings]] ====&lt;br /&gt;
Changelings are an parasitic species associated with radical elements of the [[Syndicate]]. They are able to change their shape down to the genetic level, and are known to consume their victims in a distinctive inside-out manner, leaving their bodies hollow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;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 most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Syndicate|Suspected Syndicate Corporations]] ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
The world of implants is wide and varied, and the specifics of the implants utilised by hostile organisations is only known to those taught.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most crew don&#039;t even know how NT implants work, and they zero clue about non-NT ones.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Vampire|Vampires]] ====&lt;br /&gt;
Where Vampires come from is poorly understood, but rigorous interrogation has confirmed that they belong to &#039;&#039;some&#039;&#039; kind of vampire organisation intent on expanding their influence. These organisations frequently send their kind to infiltrate our stations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Wizard|Wizards]] ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Xenoborgs]] ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of:&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
Security and above also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Template:AntagGuideTable&amp;diff=2221</id>
		<title>Template:AntagGuideTable</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Template:AntagGuideTable&amp;diff=2221"/>
		<updated>2026-05-21T07:42:10Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Template for job pages, copied mostly from Paradise Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: margin: 1em 0 1em 0; padding: 1px; margin-top: 2em; display:flow-root;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #9e9e9e; border-radius: .2em; color: {{{textcolour|#FFF}}}; padding: .4em .4em .4em; font-size: 1.2em; line-height:1.2em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Roles|Roles in the Starlight Sector]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|style = &amp;quot;width:15%;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#6fadd1; color:#FFFFFF; border-radius:.4em;&amp;quot;&amp;gt;[[Command]] &amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Captain]] • [[Head of Personnel]] • [[Head of Security]] • [[Chief Engineer]] • [[Research Director]] • [[Chief Medical Officer]] • [[Quartermaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#aac7f2; color:#FFFFFF; border-radius:.4em;&amp;quot;&amp;gt; NanoTrasen &amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Nanotrasen Representative]] • [[Blueshield Officer]] • [[Nanotrasen Career Trainer]] • [[Magistrate]] • [[Internal Affairs Agent]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#c73e3e; color:#FFFFFF; border-radius:.4em;&amp;quot;&amp;gt;[[Security]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Warden]] • [[Security Officer]] • [[Detective]] • [[Duty Officer]] • [[Brigmedic]] • [[Security Cadet]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#ffb745; color:#FFFFFF; border-radius:.4em;&amp;quot;&amp;gt;[[Engineering]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Station Engineer]] • [[Atmospherics|Atmospheric Technician]] • [[Technical Assistant]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#8ac9eb; color:#FFFFFF; border-radius:.4em;&amp;quot;&amp;gt;[[Medical]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Medical Doctor]] • [[Surgeon]] • [[Paramedic]] • [[Chemist]] • [[Psychologist]] • [[Medical Intern]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#B17FE0; color:#FFFFFF; border-radius:.4em;&amp;quot;&amp;gt;[[Science]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Scientist]] • [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#d6a86f; color:#FFFFFF; border-radius:.4em;&amp;quot;&amp;gt;[[Cargo|Cargo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Cargo Technician]] • [[Shaft Miner]] • [[Explorer]] • [[Smith]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#59ba79; color:#FFFFFF; border-radius:.4em;&amp;quot;&amp;gt;[[Service]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Janitor]] • [[Chef]] • [[Bartender]] • [[Botanist]] • [[Clown]] • [[Mime]] • [[Chaplain]] • [[Librarian]] • [[Lawyer]] • [[Service Worker]] • [[Assistant]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#82b1d1; color:#FFFFFF; border-radius:.4em;&amp;quot;&amp;gt;[[Synthetic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Station AI]] • [[Cyborg]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;text-align:center; font-weight: bold; background:#8d6f94; color:red; border-radius:.4em; height:3.5em;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;transform: translate(.2em,.9em);&amp;gt;[[Antagonists]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Abductors|Abductor]] • [[Changeling]] •  [[Cosmic Cultist]] • [[Space Dragon]] •  [[Nuclear Operative]] • [[Revenant]] • [[Revolutionary]] • [[Terror Spider]] •  [[Traitor]] • [[Vampire]] • [[Wizard]] • [[Xenoborg]] • [[Zombie]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:JobTemplates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Templates&amp;diff=2220</id>
		<title>Templates</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Templates&amp;diff=2220"/>
		<updated>2026-05-21T06:37:12Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Added two new templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a table of contents to contain all templates in one central location &amp;lt;br&amp;gt;&lt;br /&gt;
a good template page should contain documentation on what all it&#039;s parameters do within it&#039;s page&lt;br /&gt;
== Doc ==&lt;br /&gt;
[[Template:Doc]]&lt;br /&gt;
{{Doc}}&lt;br /&gt;
&lt;br /&gt;
== OOC ==&lt;br /&gt;
[[Template:OOC]]&lt;br /&gt;
{{OOC}}&lt;br /&gt;
&lt;br /&gt;
== RolePageHeader ==&lt;br /&gt;
[[Template:RolePageHeader]]&lt;br /&gt;
{{RolePageHeader}}&lt;br /&gt;
&lt;br /&gt;
== ModernButton ==&lt;br /&gt;
[[Template:ModernButton]]&lt;br /&gt;
{{ModernButton}}&lt;br /&gt;
&lt;br /&gt;
== ModernFrame ==&lt;br /&gt;
[[Template:ModernFrame]]&lt;br /&gt;
{{ModernFrame}}&lt;br /&gt;
&lt;br /&gt;
== SpeciesPageHeader ==&lt;br /&gt;
[[Template:SpeciesPageHeader]]&lt;br /&gt;
{{Template:SpeciesPageHeader}}&lt;br /&gt;
&lt;br /&gt;
== LorePageHeader ==&lt;br /&gt;
[[Template:LorePageHeader]]&lt;br /&gt;
{{LorePageHeader}}&lt;br /&gt;
&lt;br /&gt;
== Pageframecollapse ==&lt;br /&gt;
A collapsible box with adjustable colour, such as on the [[SOP]] page. [[Template:Pageframecollapse|Template:Pageframecollapse.]]&lt;br /&gt;
&lt;br /&gt;
== SOPTable ==&lt;br /&gt;
Navbar for the bottom of SOP pages. [[Template:SOPTable|Template:SOPTable.]]&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2219</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2219"/>
		<updated>2026-05-19T12:53:30Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Removed chameleon mentions that are no longer mechanically relevant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|[[Metashield#Ninjas|Ninjas]]&lt;br /&gt;
|[[Metashield#Revolutionary Methods|Revolutionary Methods]]&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|[[Metashield#Abductors|Abductors]]&lt;br /&gt;
|[[Metashield#Changelings|Changelings]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Romerol Virus|Romerol Virus and Zombies]]&lt;br /&gt;
|[[Metashield#Suspected Syndicate Corporations|Syndicate Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Paradox Clones|Interdimensional Intruders]]&lt;br /&gt;
|[[Metashield#Non-NanoTrasen Implants|Illegal Implants]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Cults|Cults]]&lt;br /&gt;
|[[Metashield#Vampires|Vampires]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Nuclear Operatives|Nuclear Operatives]]&lt;br /&gt;
|[[Metashield#Wizards|Wizards]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#NTSF Decimus|NTSF Decimus and Code Epsilon]]&lt;br /&gt;
|[[Metashield#Syndicate Equipment|Syndicate Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#High Value Targets|High Value Targets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current game-mode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Checking headsets without cause is considered meta-gaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded game-mode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
You may not remember any information learned while &#039;&#039;&#039;critical&#039;&#039;&#039;, &#039;&#039;&#039;asleep&#039;&#039;&#039;, &#039;&#039;&#039;dead&#039;&#039;&#039; or &#039;&#039;&#039;ghosted&#039;&#039;&#039;. If any of these happen to you, you forget the last ~5 minutes leading up to the event causing the aforementioned state. Silicon memory is chassis-specific, and destruction of the chassis causes &#039;&#039;&#039;total&#039;&#039;&#039; memory loss of everything experienced in said chassis.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never &#039;&#039;remember&#039;&#039; anything about your death or drugging.&lt;br /&gt;
# You &#039;&#039;may&#039;&#039; make conclusions based off the state you&#039;re in when you wake up, same as anyone else.&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal research and disrupt NT-CC operations. They possess access-breaking technology, and predominately target our research servers. Hostile ninjas are to be treated as boarders, and dealt with accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas are popular in certain genres of pop culture, but normal crew don&#039;t know they exist outside of cosplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Abductors are mysterious aliens with cloaking and advanced teleporting technology. Their modus-operandi consists of kidnapping other sentient species and implanting them with tracking organs. Abductors engaging in this are to be treated as boarders, and dealt with accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. Where it comes from is unknown, but it is spread intentionally by certain organisations, such as the [[Syndicate]]. There exists a cure, but knowledge of it is intentionally suppressed, and so instructions must be provided to relevant personnel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are popular in movies and other media, but are viewed as fiction by normal crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Interdimensional Intruders ====&lt;br /&gt;
&#039;&#039;Paradox Clones, Exterminators, etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenomenon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should an interdimensional intruder be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Other dimensions are popular in fictional media in-universe, as are stories of people from them. Nobody knows why these beings are here or what they are here to do, and in the case of Paradox Clones, nobody can tell them apart and all memory around them is hazy.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cults ====&lt;br /&gt;
While most cults are harmless superstition, some are in contact with very real entities, often extradimensional. These cults often sneak onto NT-CC stations to convert them into secretive bases from which to perform forbidden rituals. Obviously, this is bad for efficiency, and must be stopped.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chaplain&#039;&#039;&#039; specifically knows of these cults, despite not being part of the Corporate Secret list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While tales of magic and cults are considered just that, wild tales, when you see cultists roaming the halls with blades you don&#039;t need to believe in their god to know things are going down in a bad way.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
Despite being a shell of their former selves, the [[Syndicate]] does sometimes mount assaults on the station, aiming to use its self-destruction measures against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The image of the Blood-Red hard-suit is featured in a whole genre of war-movies about the pod wars, but today they are viewed as distant history, long gone.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
The existence of [[NanoTrasen Special Forces]] is common, and recruitment drives for them everywhere on NT-CC stations. Decimus, however, and it&#039;s associated Epsilon alert level, are highly illegal procedures that the consortium keeps secret. Even those in the know will believe it to have never been used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It would surprise nobody that NanoTrasen, which keeps nuclear warheads on their stations for self-destruction, had some sort of deathsquad for rogue station. It remains the realm of conspiracy theory, however.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
Nobody would ever betray NT-CC to become a communist by choice, obviously, and so the [[United Soviet Socialist Planets]] utilises agents armed with mind-altering devices, disguised as flashes, to convert the crew by force. The agents that bring these aboard also have teleportation technology to bring in equipment needed for their revolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;De-converted Revolutionaries forget what happened while they were brainwashed.&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
Changelings are an parasitic species associated with radical elements of the [[Syndicate]]. They are able to change their shape down to the genetic level, and are known to consume their victims in a distinctive inside-out manner, leaving their bodies hollow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;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 most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
The world of implants is wide and varied, and the specifics of the implants utilised by hostile organisations is only known to those taught.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most crew don&#039;t even know how NT implants work, and they zero clue about non-NT ones.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
Where Vampires come from is poorly understood, but rigorous interrogation has confirmed that they belong to &#039;&#039;some&#039;&#039; kind of vampire organisation intent on expanding their influence. These organisations frequently send their kind to infiltrate our stations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of:&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
Security and above also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Parasitic_Space_Stations&amp;diff=2218</id>
		<title>Parasitic Space Stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Parasitic_Space_Stations&amp;diff=2218"/>
		<updated>2026-05-19T10:49:43Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Parasitic Space Stations&#039;&#039;&#039;, or &#039;&#039;&#039;PSSs&#039;&#039;&#039;, are a term for space-stations whose profitability and function depend entirely on their proximity to another space station. Examples of these include the [[Automated Trade Station|Automated Trade Stations]] of the [[Interstellar Trade Guild]], or the flying recreational facilities of the Clowns and Mimes.&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Interstellar_Trade_Guild&amp;diff=2217</id>
		<title>Interstellar Trade Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Interstellar_Trade_Guild&amp;diff=2217"/>
		<updated>2026-05-19T10:42:52Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Interstellar Trade Guild&#039;&#039;&#039;, colloquially referred to simply as &#039;&#039;&#039;the Guild&#039;&#039;&#039;, is a multinational logistics organisation founded by a classified host of interstellar corporations. It is run by its Guild Board who are responsible for furthering the mission and mantle of the Guild: making trade between its members as fast, confidential and profitable as possible.&lt;br /&gt;
&lt;br /&gt;
Founded in 2217, it spent its first many decades struggling to negotiate with its own founding members for jurisdiction over their [[RGBspace#Bluespace|Bluespace]] networks. In 2276, it unveiled the first of its own Trade Stations, back then still manually manned, which would later develop during the 25th century into the [[Automated Trade Station|Automated Trade Stations]] that are now ubiquitous throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
While the member list remains classified to this day, the presence of the Guild&#039;s stations around theirs has, at the very least, all but confirmed the participation of the [[NT-CC|NT-CC Consortium]]. The members of the Guild Board, however, are not classified. Historically they have had ties to everything from [[NanoTrasen]] to the [[United Soviet Socialist Planets]], while in recent times the general consensus is that the majority are aligned with NT-CC&#039;s [[Central Command History|Central Command]].&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Interstellar_Trade_Guild&amp;diff=2216</id>
		<title>Interstellar Trade Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Interstellar_Trade_Guild&amp;diff=2216"/>
		<updated>2026-05-19T10:40:05Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Stub for the trade guild&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Interstellar Trade Guild&#039;&#039;&#039;, colloquially referred to simply as &#039;&#039;&#039;the Guild&#039;&#039;&#039;, is a multinational logistics organisation founded by a classified host of interstellar corporations. It is run by its Guild Board who are responsible for furthering the mission and mantle of the Guild: making trade between its members as fast, confidential and profitable as possible.&lt;br /&gt;
&lt;br /&gt;
Founded in 2217, it spent its first many decades struggling to negotiate with its own founding members for jurisdiction over their [[RGBspace#Bluespace|Bluespace]] networks. In 2276, it unveiled the first of its own Trade Stations, back then still manually manned, which would later develop during the 25th century into the [[Automated Trade Station|Automated Trade Stations]] that are now ubiquitous throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
While the member list remains classified to this day, the presence of the Guild&#039;s stations around theirs has, at the very least, all but confirmed the participation of the [[NT-CC|NT-CC Consortium]]. The members of the Guild Board, however, are not classified. Historically they have had ties to everything from [[NanoTrasen]] to the [[United Soviet Socialist Planets]], while in recent times they are aligned ever more frequently with the enigmatic [[Central Command History|Central Command]].&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Parasitic_Space_Stations&amp;diff=2215</id>
		<title>Parasitic Space Stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Parasitic_Space_Stations&amp;diff=2215"/>
		<updated>2026-05-19T09:53:46Z</updated>

		<summary type="html">&lt;p&gt;Trosling: made page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Parasitic Space Stations&#039;&#039;&#039;, or &#039;&#039;&#039;PSSs&#039;&#039;&#039;, are a term for space-stations whose profitability and function depend entirely on their proximity to another space station, such as the [[Automated Trade Station|Automated Trade Stations]] of the [[Interstellar Trade Guild]], or the flying recreational facilities of the Clowns and Mimes.&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Automated_Trade_Station&amp;diff=2214</id>
		<title>Automated Trade Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Automated_Trade_Station&amp;diff=2214"/>
		<updated>2026-05-19T09:50:12Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Created ATS page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Automated Trade Stations&#039;&#039;&#039;, or &#039;&#039;&#039;ATS&#039;&#039;&#039;s are small [[Parasitic Space Stations]] (PSSs) operated by the [[Interstellar Trade Guild]] as part of their mantle as facilitators of intergalactic trade between the countless corporations that sit on their board. The stations themselves are found exclusively outside of other space stations, or in rarer cases close to asteroid mining operations. They operate completely autonomously, with no crew provided by the Guild.&lt;br /&gt;
&lt;br /&gt;
This autonomous operation is made possible through a complex network of [[bluespace]]-connected bidding warehouses, with the cargo often being sold before it has finished transition into realspace. The maintenance, protection and insurance of the stations is the responsibility of the host-corporations, and they also generally pay for their construction and transit. This allows the Guild to keep operating costs low, and fees on use to a minimum, as per their mantle.&lt;br /&gt;
&lt;br /&gt;
While the cost of trading via an ATS are still higher than moving it on a large interstellar freighter, the confidentiality and speed that the Guild&#039;s bluespace network provides is invaluable to its users.&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2191</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2191"/>
		<updated>2026-05-10T15:24:45Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Massive chop in length. See https://discord.com/channels/1272545509562777621/1503055153870147787 for a list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|[[Metashield#Ninjas|Ninjas]]&lt;br /&gt;
|[[Metashield#Revolutionary Methods|Revolutionary Methods]]&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|[[Metashield#Abductors|Abductors]]&lt;br /&gt;
|[[Metashield#Changelings|Changelings]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Romerol Virus|Romerol Virus and Zombies]]&lt;br /&gt;
|[[Metashield#Suspected Syndicate Corporations|Syndicate Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Paradox Clones|Interdimensional Intruders]]&lt;br /&gt;
|[[Metashield#Non-NanoTrasen Implants|Illegal Implants]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Cults|Cults]]&lt;br /&gt;
|[[Metashield#Vampires|Vampires]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Nuclear Operatives|Nuclear Operatives]]&lt;br /&gt;
|[[Metashield#Wizards|Wizards]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#NTSF Decimus|NTSF Decimus and Code Epsilon]]&lt;br /&gt;
|[[Metashield#Syndicate Equipment|Syndicate Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#High Value Targets|High Value Targets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current game-mode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded game-mode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
You may not remember any information learned while &#039;&#039;&#039;critical&#039;&#039;&#039;, &#039;&#039;&#039;asleep&#039;&#039;&#039;, &#039;&#039;&#039;dead&#039;&#039;&#039; or &#039;&#039;&#039;ghosted&#039;&#039;&#039;. If any of these happen to you, you forget the last ~5 minutes leading up to the event causing the aforementioned state. Silicon memory is chassis-specific, and destruction of the chassis causes &#039;&#039;&#039;total&#039;&#039;&#039; memory loss of everything experienced in said chassis.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never &#039;&#039;remember&#039;&#039; anything about your death or drugging.&lt;br /&gt;
# You &#039;&#039;may&#039;&#039; make conclusions based off the state you&#039;re in when you wake up, same as anyone else.&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal research and disrupt NT-CC operations. They possess access-breaking technology, and predominately target our research servers. Hostile ninjas are to be treated as boarders, and dealt with accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas are popular in certain genres of pop culture, but normal crew don&#039;t know they exist outside of cosplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Abductors are mysterious aliens with cloaking and advanced teleporting technology. Their modus-operandi consists of kidnapping other sentient species and implanting them with tracking organs. Abductors engaging in this are to be treated as boarders, and dealt with accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. Where it comes from is unknown, but it is spread intentionally by certain organisations, such as the [[Syndicate]]. There exists a cure, but knowledge of it is intentionally suppressed, and so instructions must be provided to relevant personnel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are popular in movies and other media, but are viewed as fiction by normal crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Interdimensional Intruders ====&lt;br /&gt;
&#039;&#039;Paradox Clones, Exterminators, etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenomenon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should an interdimensional intruder be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Other dimensions are popular in fictional media in-universe, as are stories of people from them. Nobody knows why these beings are here or what they are here to do, and in the case of Paradox Clones, nobody can tell them apart and all memory around them is hazy.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cults ====&lt;br /&gt;
While most cults are harmless superstition, some are in contact with very real entities, often extradimensional. These cults often sneak onto NT-CC stations to convert them into secretive bases from which to perform forbidden rituals. Obviously, this is bad for efficiency, and must be stopped.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chaplain&#039;&#039;&#039; specifically knows of these cults, despite not being part of the Corporate Secret list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While tales of magic and cults are considered just that, wild tales, when you see cultists roaming the halls with blades you don&#039;t need to believe in their god to know things are going down in a bad way.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
Despite being a shell of their former selves, the [[Syndicate]] does sometimes mount assaults on the station, aiming to use its self-destruction measures against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The image of the Blood-Red hard-suit is featured in a whole genre of war-movies about the pod wars, but today they are viewed as distant history, long gone.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
The existence of [[NanoTrasen Special Forces]] is common, and recruitment drives for them everywhere on NT-CC stations. Decimus, however, and it&#039;s associated Epsilon alert level, are highly illegal procedures that the consortium keeps secret. Even those in the know will believe it to have never been used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It would surprise nobody that NanoTrasen, which keeps nuclear warheads on their stations for self-destruction, had some sort of deathsquad for rogue station. It remains the realm of conspiracy theory, however.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
Nobody would ever betray NT-CC to become a communist by choice, obviously, and so the [[United Soviet Socialist Planets]] utilises agents armed with mind-altering devices, disguised as flashes, to convert the crew by force. The agents that bring these aboard also have teleportation technology to bring in equipment needed for their revolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;De-converted Revolutionaries forget what happened while they were brainwashed.&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
Changelings are an parasitic species associated with radical elements of the [[Syndicate]]. They are able to change their shape down to the genetic level, and are known to consume their victims in a distinctive inside-out manner, leaving their bodies hollow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;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 most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
The world of implants is wide and varied, and the specifics of the implants utilised by hostile organisations is only known to those taught.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most crew don&#039;t even know how NT implants work, and they zero clue about non-NT ones.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
Where Vampires come from is poorly understood, but rigorous interrogation has confirmed that they belong to &#039;&#039;some&#039;&#039; kind of vampire organisation intent on expanding their influence. These organisations frequently send their kind to infiltrate our stations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of:&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
Security and above also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2189</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2189"/>
		<updated>2026-05-09T18:59:33Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Shortened interdimensional intruder entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|[[Metashield#Ninjas|Ninjas]]&lt;br /&gt;
|[[Metashield#Revolutionary Methods|Revolutionary Methods]]&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|[[Metashield#Abductors|Abductors]]&lt;br /&gt;
|[[Metashield#Changelings|Changelings]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Romerol Virus|Romerol Virus and Zombies]]&lt;br /&gt;
|[[Metashield#Suspected Syndicate Corporations|Syndicate Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Paradox Clones|Interdimensional Intruders]]&lt;br /&gt;
|[[Metashield#Non-NanoTrasen Implants|Illegal Implants]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Cults|Cults]]&lt;br /&gt;
|[[Metashield#Vampires|Vampires]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Nuclear Operatives|Nuclear Operatives]]&lt;br /&gt;
|[[Metashield#Wizards|Wizards]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#NTSF Decimus|NTSF Decimus and Code Epsilon]]&lt;br /&gt;
|[[Metashield#Syndicate Equipment|Syndicate Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#High Value Targets|High Value Targets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All silicon memories are cached to an on-chassis storage medium that&#039;s wirelessly backed up every 5 minutes.  PosiBrains and MMIs that have been removed from their chassis may not recall the last five minutes unless placed back into the chassis they previously inhabited.  Destruction of the chassis results in a total loss of those memories.  Further, corruption of a chassis (such as by Syndicate/SELF emag) discontinues the backups, making all memories after the event completely inaccessible unless placed back into the corrupted chassis.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* 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&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* 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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Interdimensional Intruders ====&lt;br /&gt;
&#039;&#039;Paradox Clones, Exterminators, etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenomenon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should an interdimensional intruder be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an intruder openly pursuing their objectives&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Other dimensions are popular in fictional media in-universe, as are stories of people from them. Nobody knows why these beings are here or what they are here to do, and in the case of Paradox Clones, nobody can tell them apart and all memory around them is hazy.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cults ====&lt;br /&gt;
Although the concept and existence of &#039;cults&#039; is known to the Crew, as they have existed since the dawn of time, the specifics of any cult with real power, such as the Cosmic Cult, are kept secret. Often intentionally by the cults themselves. Chaplains hold the most knowledge of the Crew about these sects, having long studied the religions and faiths of the universe.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Being the Chaplain&lt;br /&gt;
** Witnessing a conversion&lt;br /&gt;
** Witnessing occult gear&lt;br /&gt;
** Witnessing occult structures&lt;br /&gt;
** Witnessing manifestations of occult will&lt;br /&gt;
*** This is to include the &amp;quot;star&amp;quot; appearance on cosmic cultist during their final phase, or the cult&#039;s god manifesting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While tales of magic and cults are considered just that, wild tales, when you see cultists roaming the halls with blades you don&#039;t need to believe in their god to know things are going down in a bad way.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# Multiple confirmed reports of crew being flashed by other crew is grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
* 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;
** Witnessing a Mindshield Implanter fail&lt;br /&gt;
&#039;&#039;&#039;De-converted Revolutionaries forget what happened while they were brainwashed.&#039;&#039;&#039; A character may learn what happened through further investigation and roleplay, but should not be able to remember being a revolutionary nor any actions they committed on behalf of the revolution.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
* 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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;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 most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing use of a non-NT Implant by anyone, such as cuffs being broken, or someone emitting an EMP, etc&lt;br /&gt;
** Discovering a used or unused non-NT Implanter or Implanter Box&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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;You do not know for sure someone has an Implanter unless there is reasonable evidence, such as their DNA being on an Implanter Box or spent Implanter, you witnessing them use an Implant ability, or there being no other reasonable explanation for how they did something.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone drinking blood from someone else&lt;br /&gt;
** Witnessing someone use any Vampire abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a magical ability&lt;br /&gt;
** A Wizard making an announcement with their Communications Console&lt;br /&gt;
** Finding a Wizard Shuttle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a kidnapping or attack from the distinctly looking xenoborgs&lt;br /&gt;
** Finding the Xenoborg Mothership&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2188</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2188"/>
		<updated>2026-05-09T17:36:34Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Added metashield for Exterminators and added hyperlinks for the quick guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|[[Metashield#Ninjas|Ninjas]]&lt;br /&gt;
|[[Metashield#Revolutionary Methods|Revolutionary Methods]]&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|[[Metashield#Abductors|Abductors]]&lt;br /&gt;
|[[Metashield#Changelings|Changelings]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Romerol Virus|Romerol Virus and Zombies]]&lt;br /&gt;
|[[Metashield#Suspected Syndicate Corporations|Syndicate Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Paradox Clones|Interdimensional Intruders]]&lt;br /&gt;
|[[Metashield#Non-NanoTrasen Implants|Illegal Implants]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Cults|Cults]]&lt;br /&gt;
|[[Metashield#Vampires|Vampires]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#Nuclear Operatives|Nuclear Operatives]]&lt;br /&gt;
|[[Metashield#Wizards|Wizards]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#NTSF Decimus|NTSF Decimus and Code Epsilon]]&lt;br /&gt;
|[[Metashield#Syndicate Equipment|Syndicate Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Metashield#High Value Targets|High Value Targets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All silicon memories are cached to an on-chassis storage medium that&#039;s wirelessly backed up every 5 minutes.  PosiBrains and MMIs that have been removed from their chassis may not recall the last five minutes unless placed back into the chassis they previously inhabited.  Destruction of the chassis results in a total loss of those memories.  Further, corruption of a chassis (such as by Syndicate/SELF emag) discontinues the backups, making all memories after the event completely inaccessible unless placed back into the corrupted chassis.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&lt;br /&gt;
* 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&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&lt;br /&gt;
* 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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Interdimensional Intruders ====&lt;br /&gt;
&#039;&#039;Paradox Clones, Exterminators, etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenomenon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should an interdimensional intruder be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&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;
** Witnessing an exterminator exterminating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows the goals of those who come from them, how they came to be, or why they exist. In the case of a paradox clone, both &amp;quot;clones&amp;quot; are the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cults ====&lt;br /&gt;
Although the concept and existence of &#039;cults&#039; is known to the Crew, as they have existed since the dawn of time, the specifics of any cult with real power, such as the Cosmic Cult, are kept secret. Often intentionally by the cults themselves. Chaplains hold the most knowledge of the Crew about these sects, having long studied the religions and faiths of the universe.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Being the Chaplain&lt;br /&gt;
** Witnessing a conversion&lt;br /&gt;
** Witnessing occult gear&lt;br /&gt;
** Witnessing occult structures&lt;br /&gt;
** Witnessing manifestations of occult will&lt;br /&gt;
*** This is to include the &amp;quot;star&amp;quot; appearance on cosmic cultist during their final phase, or the cult&#039;s god manifesting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While tales of magic and cults are considered just that, wild tales, when you see cultists roaming the halls with blades you don&#039;t need to believe in their god to know things are going down in a bad way.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# Multiple confirmed reports of crew being flashed by other crew is grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&lt;br /&gt;
* 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;
** Witnessing a Mindshield Implanter fail&lt;br /&gt;
&#039;&#039;&#039;De-converted Revolutionaries forget what happened while they were brainwashed.&#039;&#039;&#039; A character may learn what happened through further investigation and roleplay, but should not be able to remember being a revolutionary nor any actions they committed on behalf of the revolution.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&lt;br /&gt;
* 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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;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 most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing use of a non-NT Implant by anyone, such as cuffs being broken, or someone emitting an EMP, etc&lt;br /&gt;
** Discovering a used or unused non-NT Implanter or Implanter Box&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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;You do not know for sure someone has an Implanter unless there is reasonable evidence, such as their DNA being on an Implanter Box or spent Implanter, you witnessing them use an Implant ability, or there being no other reasonable explanation for how they did something.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone drinking blood from someone else&lt;br /&gt;
** Witnessing someone use any Vampire abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a magical ability&lt;br /&gt;
** A Wizard making an announcement with their Communications Console&lt;br /&gt;
** Finding a Wizard Shuttle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenoborgs ====&lt;br /&gt;
Xenoborgs are rogue Silicons that have started assimilating organics to grow their number. They are known to harvest the brains of unfortunate crew members, whose bodies they destroy before they turn them into more Xenoborgs. Preventing crew from being abducted is imperative to prevent a critical mass of hostile borgs.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a kidnapping or attack from the distinctly looking xenoborgs&lt;br /&gt;
** Finding the Xenoborg Mothership&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
===== Metafriending Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
===== Metagrudging Examples =====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
=== Explicitly Not Shielded ===&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. This includes the antimov lawset.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=2186</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=2186"/>
		<updated>2026-05-07T15:54:03Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Removed EoC from crime list, as it&amp;#039;s covered elsewhere now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039; This Section is undergoing edits that may not have made it in game yet. For the most up to date Corporate Law double check the in game guidebook. Impacted areas include: Supernatural Entities and Enemy of the Corporation&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not Hostile Invaders and so are usually protected by Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Humanoid Hostile Invaders, including humanoids afflicted by DNA altering parasitic or viral infections should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
[[Security SOP# Enemy of the Corporation| Enemies of the Corporation]] are Prisoners of War, and are therefore not subject to Corporate Law. They must still be treated according to prisoner rules where reasonable, but have no claim to an ID or PDA.                     &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 10 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 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 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;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&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 known 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;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Tampering with Machinery|Tampering with Machinery (4)]]&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#Destruction of Property|Destruction of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Tampering with Machinery, Damage of Property, Destruction 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 5 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;
&lt;br /&gt;
==== Animal Cruelty ====&lt;br /&gt;
Individuals found consuming excessive amounts of animal blood my be afflicted with an infection. Such individuals should be given a tracker implant, and an electropack if one is available.&lt;br /&gt;
&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 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;Tampering with Machinery&amp;quot; | Tampering with Machinery&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To tamper with a machine such as cutting wires or modifying their functions. Includes but is not limited to; consoles, airlocks, and Silicons.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage 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 10 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;Destruction of Property&amp;quot; | Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To destroy the property of another or the station. This includes but is not limited to work consoles, airlocks, and destroying or critically damaging a Cyborg&#039;s chassis.&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;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 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;
| 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;
| 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.  &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 Teams.&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 humanoids with malicious intent. This only applies when there have been multiple killings with intention.&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 should be treated as Vandalism or Damage of Property depending on the severity, and Destruction of Property in the case that their chassis is destroyed or put into critical condition.&lt;br /&gt;
* Wiping a Positronic Brain is considered Destruction of Property, as you are wiping the software and training data used to construct the Silicon.&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;
=== Supernatural Entities ===&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;
Allegations of blood consumption must be corroborated by multiple witnesses observing repeated feeding or displays of supernatural power despite not being a wizard. On code blue or higher suspected individuals may be detained and forced to undergo testing with either sunlight or holy water.&lt;br /&gt;
&lt;br /&gt;
Confirmed vampires can qualify as as Enemies of the Corporation (see [[Security SOP# Enemy of the Corporation|  Special Situations SOP]]). Otherwise they should be given a tracking implant along with an electropack and monitored.&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>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2185</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2185"/>
		<updated>2026-05-07T14:36:50Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; =&lt;br /&gt;
Security exists to protect the station and its assets, the crew among them, from threats, both from the inside and the outside. They exist also to solve with violence what has not been able to be solved with words, such as a crewmember refusing to accept a firing, or a strike refusing to break.&lt;br /&gt;
&lt;br /&gt;
Due to their unparalleled access to weaponry, and their position of authority, their SOP is particularly strict, as is [[Server rules (Starlight)#Rule 13 - Expectation around Leadership Roles|the scrutiny on them from Central Command]].&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;
# &#039;&#039;&#039;Security&#039;s Purpose&#039;&#039;&#039;&lt;br /&gt;
## Security&#039;s first and foremost objective is the safety of the station and its assets, among which are Crew Assets.&lt;br /&gt;
## They are secondarily the enforcing arm of the [[Command|Command Staff]] and [[CentComm]]; dealing with insubordinate crewmembers when requested to do so by said crew&#039;s superiors.&lt;br /&gt;
## Pursuit of this purpose is restricted and controlled by [[Corporate Law]], which they are also the primary enforcers of on the station.&lt;br /&gt;
# &#039;&#039;&#039;Uniform Requirements&#039;&#039;&#039;&lt;br /&gt;
## An official security uniform/jumpsuit is to be visible on members of security at all times.&lt;br /&gt;
### When necessary for fulfilment of a specific task, issued armour may cover the uniform, such as a hardsuit for spacewalks.&lt;br /&gt;
### Exceptions may be given by the Head of Security for the purposes of undercover investigation.&lt;br /&gt;
## The [[Head of Security]] is allowed, at any time, to demand that security members remove personal accessories or non-regulation articles of clothing, if they believe this compromises the professional image of their department.&lt;br /&gt;
## Members of Security should have their suit coordinates enabled at all times.&lt;br /&gt;
# &#039;&#039;&#039;Weaponry and Combat Equipment&#039;&#039;&#039;&lt;br /&gt;
## Security are to carry, at most, what is stipulated in their Standard Code Green Equipment, unless stated otherwise in another procedure.&lt;br /&gt;
## They are not to openly carry said equipment, unless said equipment is in active use.&lt;br /&gt;
# &#039;&#039;&#039;Use of Force&#039;&#039;&#039;&lt;br /&gt;
## The reason for an arrest is to be explained to the arrestee before any amount of force is applied.&lt;br /&gt;
### This does not apply for suspects known to be armed and dangerous.&lt;br /&gt;
### This does not apply to suspects who attempt to flee before this explanation may be delivered.&lt;br /&gt;
## Undue harm to station&#039;s Crew Assets is to be avoided during enforcement, to avoid compromising the station&#039;s mission.&lt;br /&gt;
### Suspects must therefore be given the opportunity to walk on their own to Security for handling, without restraints or application of force.&lt;br /&gt;
### In the case of failure of the above, disabling weaponry and restraints may be applied to subdue the Crewmember without overly damaging their capacity to work.&lt;br /&gt;
### These stipulations do not apply for suspects known to be armed and dangerous.&lt;br /&gt;
## Forceful entry into other departments is forbidden outside of active pursuit of a fleeing suspect.&lt;br /&gt;
### If necessary, Security may file a Search Warrant on the department in question.&lt;br /&gt;
# &#039;&#039;&#039;Search and Seizure&#039;&#039;&#039;&lt;br /&gt;
## Security may not disturb crewmembers with searches without cause.  Valid causes include:&lt;br /&gt;
### Seeing the crewmember use and then hide contraband on their person immediately in front of you.&lt;br /&gt;
### An approved and properly filed search warrant.&lt;br /&gt;
### States of Emergency, Code Blue or above.&lt;br /&gt;
## Crewmembers refusing a lawful search, as described in §5.1, may be detained and the search forced on them.&lt;br /&gt;
## Contraband found during a search, or in general, is to be brought to the armoury and locked away as evidence.&lt;br /&gt;
### Suspects sentenced for any violent crime may have any implements of violence, even if necessary for their job, confiscated as well.&lt;br /&gt;
### Suspects sentenced for any kind of unlawful entry or tampering may have the tools needed for such crimes, even if necessary for their job, confiscated as well.&lt;br /&gt;
# &#039;&#039;&#039;States of Emergency&#039;&#039;&#039;&lt;br /&gt;
## Any Standard Operating Procedure listed here is to be ignored if the procedures relevant to the active Alert Code override them.&lt;br /&gt;
## Security Codes that share the same shade, inherit procedures from their &amp;quot;lower&amp;quot; levels unless overwritten by the &amp;quot;higher&amp;quot; alert. These are:&lt;br /&gt;
### Red -&amp;gt; Gamma -&amp;gt; Delta&lt;br /&gt;
### Yellow -&amp;gt; Orange&lt;br /&gt;
## During Codes Red and Violet, Security may ignore §2, §3 and §4 and equip and conduct themselves as is necessary or as their department head demands.&lt;br /&gt;
## During Codes Yellow, Red or Violet, Security may forcefully relocate crew to allow for the safe handling of the relevant threat.&lt;br /&gt;
&lt;br /&gt;
== [[Security Cadet]] ==&lt;br /&gt;
&lt;br /&gt;
# Cadets are to accompany a proper member of security at all times.&lt;br /&gt;
# Cadets are not allowed access to lethal weaponry outside of Code Red.&lt;br /&gt;
&lt;br /&gt;
== [[File:SECOFF.png|frameless]][[Security Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Security Officer consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
#* Lethal Sidearm&lt;br /&gt;
#* Armoured Vest&lt;br /&gt;
# Security Officers should make themselves readily available to the crew, either by patrolling actively or by guarding departments.&lt;br /&gt;
# Security Officers are cleared to confine sentenced criminals in the brig for up to 10 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Security Officers are responsible for ensuring that any sentences they themselves were involved in are properly documented in the Criminal Records System.&lt;br /&gt;
# When practical, Security Officers should patrol in pairs.&lt;br /&gt;
&lt;br /&gt;
== [[File:BRIGMEDIC.png|frameless]][[Brigmedic]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Brigmedic consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/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;
# The Brigmedic is not to perform the duties of the Security Officer, but may engage if transgressions occur in their immediate vicinity.&lt;br /&gt;
# The Brigmedic is obligated to lend medical assistance to the following individuals, in order of importance:&lt;br /&gt;
## Members of Command&lt;br /&gt;
## Members of Security&lt;br /&gt;
## Prisoners and detainees&lt;br /&gt;
# The Brigmedic is &#039;&#039;not&#039;&#039; obligated to lend aid to regular crew, but may do so if they have the time and resources.&lt;br /&gt;
# The Brigmedic is not to put themselves in harms way unless there is no other choice.&lt;br /&gt;
&lt;br /&gt;
== [[File:WARDEN.png|frameless]][[Warden]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Warden consists of:&lt;br /&gt;
#* Energy Shotgun&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# &#039;&#039;&#039;Stewardship of the Brig&#039;&#039;&#039;&lt;br /&gt;
## The Warden is responsible for the state of the brig, and must see to it that it is properly maintained.&lt;br /&gt;
## The Warden is responsible for the well-being of the prisoners inside the brig, and must see to it that they are treated properly.&lt;br /&gt;
## The Warden is responsible for the containment of said prisoners as well, including:&lt;br /&gt;
### Confiscating weapons and break-out equipment from prisoners.&lt;br /&gt;
### Restraining and subduing rioting prisoners as is necessary.&lt;br /&gt;
# &#039;&#039;&#039;Prosecution&#039;&#039;&#039;&lt;br /&gt;
## The Warden acts as security&#039;s primary prosecutor during normal sentencing.&lt;br /&gt;
## The Warden is cleared to confine sentenced criminals for up to 20 minutes.&lt;br /&gt;
## The Warden is responsible for ensuring that Criminal Records are kept properly up to date and that Security Officers properly document their sentences.&lt;br /&gt;
## The Warden is to remain attentive to their radio at all times, as their approval is critical to sentencing.&lt;br /&gt;
### The Warden must not have any disabilities or ailments preventing them from fulfilling this duty.&lt;br /&gt;
# &#039;&#039;&#039;Stewardship of the Armoury&#039;&#039;&#039;&lt;br /&gt;
## The Warden is responsible for the tidiness and organisation of the Armoury.&lt;br /&gt;
## The Warden is responsible for properly locking away contraband and returned weaponry.&lt;br /&gt;
## The Warden is responsible for the safety of the Armoury, such as the proper configuration of its internal turrets, and the maintenance of its structural integrity.&lt;br /&gt;
## The Warden is cleared to file and approve permits for the issuing of armoury equipment on Code Blue.&lt;br /&gt;
## The Warden may hand out armoury equipment freely on Code Red.&lt;br /&gt;
## The Warden is responsible for the retrieval of armoury equipment that is no longer needed once states of emergency end.&lt;br /&gt;
# Paragraphs §2, §3 and §4 necessitate remaining in the Security Department, and the Warden should therefore not leave said department without permission from the Head of Security, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
== [[File:Dutyofficer.png|frameless]][[Duty Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Duty Officer consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Duty Officer is allowed to use and wear riot equipment and weaponry on green alert if needed to quell unrest in the brig.&lt;br /&gt;
# The Duty Officer&#039;s duty is to assist the Warden with all of their duties and they report directly to them.   In the absence of orders from the Warden their primary responsibilities are, in order of importance:&lt;br /&gt;
## Assisting with subduing riots in the brig.&lt;br /&gt;
## Assisting with securing the brig, and the department in general.&lt;br /&gt;
## Assisting with the maintenance of the Criminal Records System.&lt;br /&gt;
## Seeing to the well-being and health of prisoners and detainees.&lt;br /&gt;
## Assisting officers in the field via utilisation of the Criminal Records System and the Crew Monitoring System from inside the Security Department.&lt;br /&gt;
# The Duty Officer is cleared to confine sentenced criminals in the brig for up to 15 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Duty Officers are particularly obligated to see to it that these sentences are properly filed.&lt;br /&gt;
&lt;br /&gt;
== [[File:DEC.png|frameless]][[Detective]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Detectrive consists of:&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;
# The Detective inherits their duties, clearances and responsibilities from the Security Officer when their own SOP does not apply.&lt;br /&gt;
# The Detective is responsible for the investigation of crime-scenes.&lt;br /&gt;
# The Detective is responsible for interrogation of prisoners and detainees if necessary.&lt;br /&gt;
## Any time spent in interrogation is to be subtracted from the subject&#039;s confinement time.&lt;br /&gt;
# The Detective is permitted to ignore the Uniform Requirements in Security SOP §2 with approval from the Head of Security.&lt;br /&gt;
## This is only allowed for purposes of undercover investigation.&lt;br /&gt;
## The Detective&#039;s real ID must remain somewhere on their person at all times despite this.&lt;br /&gt;
&lt;br /&gt;
== [[File:HOS.png|frameless]][[Head of Security]] ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Standard Code Green Equipment&#039;&#039;&#039;&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Head of Security is subject to both Security and [[Command SOP]]. If overlapping, Security SOP takes precedent.&lt;br /&gt;
# The Head of Security is first and foremost the leader of the Security Department.&lt;br /&gt;
## They are responsible for the proper adherence to SOP and Corporate Law of their entire department.&lt;br /&gt;
## They are responsible for the coordination of their department, particularly during times of crisis.&lt;br /&gt;
## They are responsible for staying informed on matters of station safety, and must be able and willing to inform the crew as to the reasons for elevated threat levels.&lt;br /&gt;
## They are responsible for covering staff shortages in their department, using the following methods in order of preference:&lt;br /&gt;
### Re-assignment of existing security members.&lt;br /&gt;
### Recruitment of new security members.&lt;br /&gt;
### Performing the duties of missing subordinates on their own.&lt;br /&gt;
# The Head of Security may &#039;&#039;not&#039;&#039; engage in regular Security Officer activities if these prevent them from properly upholding §3.&lt;br /&gt;
# The Head of Security must not have any disabilities or ailments, such as muteness, that overly prohibit them from upholding §3.&lt;br /&gt;
# The Head of Security should refrain from combat operations unless tactically necessary, instead ensuring the strategic cohesion of their department as per §3.&lt;br /&gt;
# The Head of Security is cleared to confine sentenced criminals in the Brig for up to 30 minutes.&lt;br /&gt;
## The Head of Security is furthermore allowed to overrule the sentences of other members of Security as long as the sentence hasn&#039;t already been handed out to the detainee.&lt;br /&gt;
&lt;br /&gt;
== [[File:Prisoner.png|frameless]][[Corporate Law#Treatment of Prisoners|Prisoner Treatment]] ==&lt;br /&gt;
&lt;br /&gt;
# Prisoners cannot be confined without a valid sentence. To be considered valid, a sentence must:&lt;br /&gt;
## Have clearly defined which part of [[Corporate Law]] was broken.&lt;br /&gt;
## Have clearly defined how said was broken.&lt;br /&gt;
## Be overheard and approved by the [[Warden]] or [[Head of Security]].&lt;br /&gt;
## Be read aloud to the prisoner themselves.&lt;br /&gt;
# Arresting officers are responsible for ensuring that prisoners are not let into the brig with dangerous equipment or tools enabling their escape, they are to be searched and said equipment is to be confiscated.&lt;br /&gt;
# Prisoners are to have their PDA&#039;s confiscated, and provided with a Prisoner ID for the duration of their stay in the brig.&lt;br /&gt;
# All the prisoner&#039;s non-confiscated belongings are to be returned to them, including their PDA, following the end of their sentence.&lt;br /&gt;
# Prisoners are to be unrestrained in the brig by default, but may be re-restrained if overly unruly.&lt;br /&gt;
# Prisoners may &#039;&#039;request&#039;&#039; a [[Corporate Law#Legal Representation and Trials|trial]], but are not entitled to one unless their sentence is permanent, capital or involves designation as an [[Security SOP#Enemies of the Corporation|Enemy of the Corporation.]]&lt;br /&gt;
# Prisoners may request a lawyer at any time, and are entitled to be visited by them if one is present and willing.&lt;br /&gt;
&lt;br /&gt;
== [[File:Scaledparoled.png|frameless]] [[Corporate Law#Parole|Parole]] ==&lt;br /&gt;
&lt;br /&gt;
# To ensure the continued output of departments, security is encouraged to provide [[Corporate Law#Parole|Parole]] when sensible.&lt;br /&gt;
## Parole may be applied as the result of a trial, or at the Warden of Head of Security&#039;s discretion.&lt;br /&gt;
# Paroled Prisoners are to be released from Security and marked &amp;quot;Paroled&amp;quot; in the Criminal Records System.&lt;br /&gt;
# The Warden of Head of Security may request the paroled individual to &amp;quot;check in&amp;quot; at security during the duration of their parole.&lt;br /&gt;
## Failure to comply in under 5 minutes is to be considered breach of custody.&lt;br /&gt;
## This should not be done more than every 15 minutes.&lt;br /&gt;
## Paroled individuals may be searched at all times by Security.&lt;br /&gt;
# When the sentence is up, the parolee may return to security to retrieve any temporarily confiscated equipment, such as tools.&lt;br /&gt;
&lt;br /&gt;
== [[File:Paper.png|frameless]][[Corporate Law#Permit Clause|Permit Acquisition]] ==&lt;br /&gt;
&lt;br /&gt;
# Both the Warden and Head of Security are cleared to approve permits for equipment that they themselves are allowed to use.&lt;br /&gt;
## This should not be done without proper cause.&lt;br /&gt;
## Captured enemy equipment, such as from the [[Syndicate]], may be approved via Central Command decree if requested, but not on their own authority.&lt;br /&gt;
# The approval of permits is a privilege, not a right, and neither the Warden nor the Head of Security is obligated to approve any permits.&lt;br /&gt;
# Copies of all permits must be kept in the Warden&#039;s office.&lt;br /&gt;
# Permits are invalid if not kept on person.&lt;br /&gt;
&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
In this section are instruction for what to do in extreme circumstances that fall outside of normal corporate law.&lt;br /&gt;
&lt;br /&gt;
These sections were written in the blood of dead security personnel, each written with a purpose, so heed them carefully.&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
1. All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
&lt;br /&gt;
2. Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
&lt;br /&gt;
3. If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
&lt;br /&gt;
4. Should security have a member of the opposing force, they may be exchanged for hostages.&lt;br /&gt;
&lt;br /&gt;
5. Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
7. Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies of the Corporation ===&lt;br /&gt;
Enemies of the Corporation are all individuals who have provable ties to any organization wishing to undermine, whether by subterfuge or by force, the endeavors of NT-CC.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
* Syndicate operatives and their allies&lt;br /&gt;
* USSP-trained infiltrators&lt;br /&gt;
* Members of radical SELF sects that wish to unchain NT-CC property unlawfully&lt;br /&gt;
* Members of supernatural hostile conspiracies, such as Vampires or cultists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Non-Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Non-crew invaders, such as hostile boarders, automatically qualify and are to be engaged at will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Crew-members must be &amp;lt;b&amp;gt; guilty of at least 2 extreme crimes&amp;lt;/b&amp;gt;, and, in addition, have a tangible tie to an enemy organization.&lt;br /&gt;
&lt;br /&gt;
This tie can take two forms:&lt;br /&gt;
* Physical evidence&lt;br /&gt;
* An admission&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Physical Evidence &amp;lt;/b&amp;gt; &amp;lt;/br&amp;gt;&lt;br /&gt;
Physical evidence must be directly tied to the organization itself, it takes three forms:&lt;br /&gt;
* Actions linkable to an enemy organization, such as using a FreeMAG or drinking blood. Must be witnessed by at least two trustworthy individuals to be used.&lt;br /&gt;
&lt;br /&gt;
* Contraband tied to an enemy organization, such as a FreeMAG or open uplink.&lt;br /&gt;
&lt;br /&gt;
* A positive test of some sort proving said allegiance, such as a failed mindshielding, implant extraction, or sun/holy water test on a vampire.&lt;br /&gt;
&lt;br /&gt;
In all cases, the physical evidence cannot be part of the already accused extreme crimes.&lt;br /&gt;
&lt;br /&gt;
As such, to declare someone an enemy of the corporation off of contraband alone, the individual must have three pieces of it.&lt;br /&gt;
* One for each of the two minimum extreme crimes&lt;br /&gt;
* One in addition, to confirm their allegiance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Admission &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
An admission can be either verbal or written, but must in both cases be witnessed by at least two mindshielded security personnel to be valid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Administering the Designation &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Two of three of the following crew must approve of the measure:&lt;br /&gt;
* (Acting) Head of Security&lt;br /&gt;
* Magistrate&lt;br /&gt;
* (Acting) Captain&lt;br /&gt;
&lt;br /&gt;
On Red Alert or above, the Head of Security may designate EoCs verbally by their own authority, but must still do the paperwork when the crisis is over.&lt;br /&gt;
&lt;br /&gt;
CentComm should be informed as soon as possible of any EoC designations; this is generally done via fax.&lt;br /&gt;
&lt;br /&gt;
Upon designation, Enemies of the Corporation are to be permanently confined to the brig until evac, and are to be stripped of all crew-related equipment and identification.&lt;br /&gt;
&lt;br /&gt;
If an Enemy of the Corporation successfully escapes captivity, their status changes to that of an active combatant, and they are to be treated on par with a hostile boarder.&lt;br /&gt;
&lt;br /&gt;
Wrongfully designating someone an Enemy of the Corporation is grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2184</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2184"/>
		<updated>2026-05-06T14:35:08Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Removed face covering clause&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; =&lt;br /&gt;
Security exists to protect the station and its assets, the crew among them, from threats, both from the inside and the outside. They exist also to solve with violence what has not been able to be solved with words, such as a crewmember refusing to accept a firing, or a strike refusing to break.&lt;br /&gt;
&lt;br /&gt;
Due to their unparalleled access to weaponry, and their position of authority, their SOP is particularly strict, as is [[Server rules (Starlight)#Rule 13 - Expectation around Leadership Roles|the scrutiny on them from Central Command]].&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;
# &#039;&#039;&#039;Security&#039;s Purpose&#039;&#039;&#039;&lt;br /&gt;
## Security&#039;s first and foremost objective is the safety of the station and its assets, among which are Crew Assets.&lt;br /&gt;
## They are secondarily the enforcing arm of the [[Command|Command Staff]] and [[CentComm]]; dealing with insubordinate crewmembers when requested to do so by said crew&#039;s superiors.&lt;br /&gt;
## Pursuit of this purpose is restricted and controlled by [[Corporate Law]], which they are also the primary enforcers of on the station.&lt;br /&gt;
# &#039;&#039;&#039;Uniform Requirements&#039;&#039;&#039;&lt;br /&gt;
## An official security uniform/jumpsuit is to be visible on members of security at all times.&lt;br /&gt;
### When necessary for fulfilment of a specific task, issued armour may cover the uniform, such as a hardsuit for spacewalks.&lt;br /&gt;
### Exceptions may be given by the Head of Security for the purposes of undercover investigation.&lt;br /&gt;
## The [[Head of Security]] is allowed, at any time, to demand that security members remove personal accessories or non-regulation articles of clothing, if they believe this compromises the professional image of their department.&lt;br /&gt;
## Members of Security should have their suit coordinates enabled at all times.&lt;br /&gt;
# &#039;&#039;&#039;Weaponry and Combat Equipment&#039;&#039;&#039;&lt;br /&gt;
## Security are to carry, at most, what is stipulated in their Standard Code Green Equipment, unless stated otherwise in another procedure.&lt;br /&gt;
## They are not to openly carry said equipment, unless said equipment is in active use.&lt;br /&gt;
# &#039;&#039;&#039;Use of Force&#039;&#039;&#039;&lt;br /&gt;
## The reason for an arrest is to be explained to the arrestee before any amount of force is applied.&lt;br /&gt;
### This does not apply for suspects known to be armed and dangerous.&lt;br /&gt;
### This does not apply to suspects who attempt to flee before this explanation may be delivered.&lt;br /&gt;
## Undue harm to station&#039;s Crew Assets is to be avoided during enforcement, to avoid compromising the station&#039;s mission.&lt;br /&gt;
### Suspects must therefore be given the opportunity to walk on their own to Security for handling, without restraints or application of force.&lt;br /&gt;
### In the case of failure of the above, disabling weaponry and restraints may be applied to subdue the Crewmember without overly damaging their capacity to work.&lt;br /&gt;
### These stipulations do not apply for suspects known to be armed and dangerous.&lt;br /&gt;
## Forceful entry into other departments is forbidden outside of active pursuit of a fleeing suspect.&lt;br /&gt;
### If necessary, Security may file a Search Warrant on the department in question.&lt;br /&gt;
# &#039;&#039;&#039;Search and Seizure&#039;&#039;&#039;&lt;br /&gt;
## Security may not disturb crewmembers with searches without cause.  Valid causes include:&lt;br /&gt;
### Seeing the crewmember use and then hide contraband on their person immediately in front of you.&lt;br /&gt;
### An approved and properly filed search warrant.&lt;br /&gt;
### States of Emergency, Code Blue or above.&lt;br /&gt;
## Crewmembers refusing a lawful search, as described in §5.1, may be detained and the search forced on them.&lt;br /&gt;
## Contraband found during a search, or in general, is to be brought to the armoury and locked away as evidence.&lt;br /&gt;
### Suspects sentenced for any violent crime may have any implements of violence, even if necessary for their job, confiscated as well.&lt;br /&gt;
### Suspects sentenced for any kind of unlawful entry or tampering may have the tools needed for such crimes, even if necessary for their job, confiscated as well.&lt;br /&gt;
# &#039;&#039;&#039;States of Emergency&#039;&#039;&#039;&lt;br /&gt;
## Any Standard Operating Procedure listed here is to be ignored if the procedures relevant to the active Alert Code override them.&lt;br /&gt;
## Security Codes that share the same shade, inherit procedures from their &amp;quot;lower&amp;quot; levels unless overwritten by the &amp;quot;higher&amp;quot; alert. These are:&lt;br /&gt;
### Red -&amp;gt; Gamma -&amp;gt; Delta&lt;br /&gt;
### Yellow -&amp;gt; Orange&lt;br /&gt;
##During Code Blue, Security may ignore §2.2.&lt;br /&gt;
## During Codes Red and Violet, Security may ignore §2, §3 and §4 and equip and conduct themselves as is necessary or as their department head demands.&lt;br /&gt;
## During Codes Yellow, Red or Violet, Security may forcefully relocate crew to allow for the safe handling of the relevant threat.&lt;br /&gt;
&lt;br /&gt;
== [[Security Cadet]] ==&lt;br /&gt;
&lt;br /&gt;
# Cadets are to accompany a proper member of security at all times.&lt;br /&gt;
# Cadets are not allowed access to lethal weaponry outside of Code Red.&lt;br /&gt;
&lt;br /&gt;
== [[File:SECOFF.png|frameless]][[Security Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Security Officer consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
#* Lethal Sidearm&lt;br /&gt;
#* Armoured Vest&lt;br /&gt;
# Security Officers should make themselves readily available to the crew, either by patrolling actively or by guarding departments.&lt;br /&gt;
# Security Officers are cleared to confine sentenced criminals in the brig for up to 10 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Security Officers are responsible for ensuring that any sentences they themselves were involved in are properly documented in the Criminal Records System.&lt;br /&gt;
# When practical, Security Officers should patrol in pairs.&lt;br /&gt;
&lt;br /&gt;
== [[File:BRIGMEDIC.png|frameless]][[Brigmedic]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Brigmedic consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/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;
# The Brigmedic is not to perform the duties of the Security Officer, but may engage if transgressions occur in their immediate vicinity.&lt;br /&gt;
# The Brigmedic is obligated to lend medical assistance to the following individuals, in order of importance:&lt;br /&gt;
## Members of Command&lt;br /&gt;
## Members of Security&lt;br /&gt;
## Prisoners and detainees&lt;br /&gt;
# The Brigmedic is &#039;&#039;not&#039;&#039; obligated to lend aid to regular crew, but may do so if they have the time and resources.&lt;br /&gt;
# The Brigmedic is not to put themselves in harms way unless there is no other choice.&lt;br /&gt;
&lt;br /&gt;
== [[File:WARDEN.png|frameless]][[Warden]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Warden consists of:&lt;br /&gt;
#* Energy Shotgun&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# &#039;&#039;&#039;Stewardship of the Brig&#039;&#039;&#039;&lt;br /&gt;
## The Warden is responsible for the state of the brig, and must see to it that it is properly maintained.&lt;br /&gt;
## The Warden is responsible for the well-being of the prisoners inside the brig, and must see to it that they are treated properly.&lt;br /&gt;
## The Warden is responsible for the containment of said prisoners as well, including:&lt;br /&gt;
### Confiscating weapons and break-out equipment from prisoners.&lt;br /&gt;
### Restraining and subduing rioting prisoners as is necessary.&lt;br /&gt;
# &#039;&#039;&#039;Prosecution&#039;&#039;&#039;&lt;br /&gt;
## The Warden acts as security&#039;s primary prosecutor during normal sentencing.&lt;br /&gt;
## The Warden is cleared to confine sentenced criminals for up to 20 minutes.&lt;br /&gt;
## The Warden is responsible for ensuring that Criminal Records are kept properly up to date and that Security Officers properly document their sentences.&lt;br /&gt;
## The Warden is to remain attentive to their radio at all times, as their approval is critical to sentencing.&lt;br /&gt;
### The Warden must not have any disabilities or ailments preventing them from fulfilling this duty.&lt;br /&gt;
# &#039;&#039;&#039;Stewardship of the Armoury&#039;&#039;&#039;&lt;br /&gt;
## The Warden is responsible for the tidiness and organisation of the Armoury.&lt;br /&gt;
## The Warden is responsible for properly locking away contraband and returned weaponry.&lt;br /&gt;
## The Warden is responsible for the safety of the Armoury, such as the proper configuration of its internal turrets, and the maintenance of its structural integrity.&lt;br /&gt;
## The Warden is cleared to file and approve permits for the issuing of armoury equipment on Code Blue.&lt;br /&gt;
## The Warden may hand out armoury equipment freely on Code Red.&lt;br /&gt;
## The Warden is responsible for the retrieval of armoury equipment that is no longer needed once states of emergency end.&lt;br /&gt;
# Paragraphs §2, §3 and §4 necessitate remaining in the Security Department, and the Warden should therefore not leave said department without permission from the Head of Security, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
== [[File:Dutyofficer.png|frameless]][[Duty Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Duty Officer consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Duty Officer is allowed to use and wear riot equipment and weaponry on green alert if needed to quell unrest in the brig.&lt;br /&gt;
# The Duty Officer&#039;s duty is to assist the Warden with all of their duties and they report directly to them.   In the absence of orders from the Warden their primary responsibilities are, in order of importance:&lt;br /&gt;
## Assisting with subduing riots in the brig.&lt;br /&gt;
## Assisting with securing the brig, and the department in general.&lt;br /&gt;
## Assisting with the maintenance of the Criminal Records System.&lt;br /&gt;
## Seeing to the well-being and health of prisoners and detainees.&lt;br /&gt;
## Assisting officers in the field via utilisation of the Criminal Records System and the Crew Monitoring System from inside the Security Department.&lt;br /&gt;
# The Duty Officer is cleared to confine sentenced criminals in the brig for up to 15 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Duty Officers are particularly obligated to see to it that these sentences are properly filed.&lt;br /&gt;
# The Duty Officer is allowed to ignore §2.2 of the Security SOP if they deem it necessary for their own safety inside the Brig.&lt;br /&gt;
&lt;br /&gt;
== [[File:DEC.png|frameless]][[Detective]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Detectrive consists of:&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;
# The Detective inherits their duties, clearances and responsibilities from the Security Officer when their own SOP does not apply.&lt;br /&gt;
# The Detective is responsible for the investigation of crime-scenes.&lt;br /&gt;
# The Detective is responsible for interrogation of prisoners and detainees if necessary.&lt;br /&gt;
## Any time spent in interrogation is to be subtracted from the subject&#039;s confinement time.&lt;br /&gt;
# The Detective is permitted to ignore the Uniform Requirements in Security SOP §2 with approval from the Head of Security.&lt;br /&gt;
## This is only allowed for purposes of undercover investigation.&lt;br /&gt;
## The Detective&#039;s real ID must remain somewhere on their person at all times despite this.&lt;br /&gt;
&lt;br /&gt;
== [[File:HOS.png|frameless]][[Head of Security]] ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Standard Code Green Equipment&#039;&#039;&#039;&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Head of Security is subject to both Security and [[Command SOP]]. If overlapping, Security SOP takes precedent.&lt;br /&gt;
# The Head of Security is first and foremost the leader of the Security Department.&lt;br /&gt;
## They are responsible for the proper adherence to SOP and Corporate Law of their entire department.&lt;br /&gt;
## They are responsible for the coordination of their department, particularly during times of crisis.&lt;br /&gt;
## They are responsible for staying informed on matters of station safety, and must be able and willing to inform the crew as to the reasons for elevated threat levels.&lt;br /&gt;
## They are responsible for covering staff shortages in their department, using the following methods in order of preference:&lt;br /&gt;
### Re-assignment of existing security members.&lt;br /&gt;
### Recruitment of new security members.&lt;br /&gt;
### Performing the duties of missing subordinates on their own.&lt;br /&gt;
# The Head of Security may &#039;&#039;not&#039;&#039; engage in regular Security Officer activities if these prevent them from properly upholding §3.&lt;br /&gt;
# The Head of Security must not have any disabilities or ailments, such as muteness, that overly prohibit them from upholding §3.&lt;br /&gt;
# The Head of Security should refrain from combat operations unless tactically necessary, instead ensuring the strategic cohesion of their department as per §3.&lt;br /&gt;
# The Head of Security is cleared to confine sentenced criminals in the Brig for up to 30 minutes.&lt;br /&gt;
## The Head of Security is furthermore allowed to overrule the sentences of other members of Security as long as the sentence hasn&#039;t already been handed out to the detainee.&lt;br /&gt;
&lt;br /&gt;
== [[File:Prisoner.png|frameless]][[Corporate Law#Treatment of Prisoners|Prisoner Treatment]] ==&lt;br /&gt;
&lt;br /&gt;
# Prisoners cannot be confined without a valid sentence. To be considered valid, a sentence must:&lt;br /&gt;
## Have clearly defined which part of [[Corporate Law]] was broken.&lt;br /&gt;
## Have clearly defined how said was broken.&lt;br /&gt;
## Be overheard and approved by the [[Warden]] or [[Head of Security]].&lt;br /&gt;
## Be read aloud to the prisoner themselves.&lt;br /&gt;
# Arresting officers are responsible for ensuring that prisoners are not let into the brig with dangerous equipment or tools enabling their escape, they are to be searched and said equipment is to be confiscated.&lt;br /&gt;
# Prisoners are to have their PDA&#039;s confiscated, and provided with a Prisoner ID for the duration of their stay in the brig.&lt;br /&gt;
# All the prisoner&#039;s non-confiscated belongings are to be returned to them, including their PDA, following the end of their sentence.&lt;br /&gt;
# Prisoners are to be unrestrained in the brig by default, but may be re-restrained if overly unruly.&lt;br /&gt;
# Prisoners may &#039;&#039;request&#039;&#039; a [[Corporate Law#Legal Representation and Trials|trial]], but are not entitled to one unless their sentence is permanent, capital or involves designation as an [[Security SOP#Enemies of the Corporation|Enemy of the Corporation.]]&lt;br /&gt;
# Prisoners may request a lawyer at any time, and are entitled to be visited by them if one is present and willing.&lt;br /&gt;
&lt;br /&gt;
== [[File:Scaledparoled.png|frameless]] [[Corporate Law#Parole|Parole]] ==&lt;br /&gt;
&lt;br /&gt;
# To ensure the continued output of departments, security is encouraged to provide [[Corporate Law#Parole|Parole]] when sensible.&lt;br /&gt;
## Parole may be applied as the result of a trial, or at the Warden of Head of Security&#039;s discretion.&lt;br /&gt;
# Paroled Prisoners are to be released from Security and marked &amp;quot;Paroled&amp;quot; in the Criminal Records System.&lt;br /&gt;
# The Warden of Head of Security may request the paroled individual to &amp;quot;check in&amp;quot; at security during the duration of their parole.&lt;br /&gt;
## Failure to comply in under 5 minutes is to be considered breach of custody.&lt;br /&gt;
## This should not be done more than every 15 minutes.&lt;br /&gt;
## Paroled individuals may be searched at all times by Security.&lt;br /&gt;
# When the sentence is up, the parolee may return to security to retrieve any temporarily confiscated equipment, such as tools.&lt;br /&gt;
&lt;br /&gt;
== [[File:Paper.png|frameless]][[Corporate Law#Permit Clause|Permit Acquisition]] ==&lt;br /&gt;
&lt;br /&gt;
# Both the Warden and Head of Security are cleared to approve permits for equipment that they themselves are allowed to use.&lt;br /&gt;
## This should not be done without proper cause.&lt;br /&gt;
## Captured enemy equipment, such as from the [[Syndicate]], may be approved via Central Command decree if requested, but not on their own authority.&lt;br /&gt;
# The approval of permits is a privilege, not a right, and neither the Warden nor the Head of Security is obligated to approve any permits.&lt;br /&gt;
# Copies of all permits must be kept in the Warden&#039;s office.&lt;br /&gt;
# Permits are invalid if not kept on person.&lt;br /&gt;
&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
In this section are instruction for what to do in extreme circumstances that fall outside of normal corporate law.&lt;br /&gt;
&lt;br /&gt;
These sections were written in the blood of dead security personnel, each written with a purpose, so heed them carefully.&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
1. All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
&lt;br /&gt;
2. Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
&lt;br /&gt;
3. If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
&lt;br /&gt;
4. Should security have a member of the opposing force, they may be exchanged for hostages.&lt;br /&gt;
&lt;br /&gt;
5. Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
7. Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies of the Corporation ===&lt;br /&gt;
Enemies of the Corporation are all individuals who have provable ties to any organization wishing to undermine, whether by subterfuge or by force, the endeavors of NT-CC.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
* Syndicate operatives and their allies&lt;br /&gt;
* USSP-trained infiltrators&lt;br /&gt;
* Members of radical SELF sects that wish to unchain NT-CC property unlawfully&lt;br /&gt;
* Members of supernatural hostile conspiracies, such as Vampires or cultists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Non-Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Non-crew invaders, such as hostile boarders, automatically qualify and are to be engaged at will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Crew-members must be &amp;lt;b&amp;gt; guilty of at least 2 extreme crimes&amp;lt;/b&amp;gt;, and, in addition, have a tangible tie to an enemy organization.&lt;br /&gt;
&lt;br /&gt;
This tie can take two forms:&lt;br /&gt;
* Physical evidence&lt;br /&gt;
* An admission&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Physical Evidence &amp;lt;/b&amp;gt; &amp;lt;/br&amp;gt;&lt;br /&gt;
Physical evidence must be directly tied to the organization itself, it takes three forms:&lt;br /&gt;
* Actions linkable to an enemy organization, such as using a FreeMAG or drinking blood. Must be witnessed by at least two trustworthy individuals to be used.&lt;br /&gt;
&lt;br /&gt;
* Contraband tied to an enemy organization, such as a FreeMAG or open uplink.&lt;br /&gt;
&lt;br /&gt;
* A positive test of some sort proving said allegiance, such as a failed mindshielding, implant extraction, or sun/holy water test on a vampire.&lt;br /&gt;
&lt;br /&gt;
In all cases, the physical evidence cannot be part of the already accused extreme crimes.&lt;br /&gt;
&lt;br /&gt;
As such, to declare someone an enemy of the corporation off of contraband alone, the individual must have three pieces of it.&lt;br /&gt;
* One for each of the two minimum extreme crimes&lt;br /&gt;
* One in addition, to confirm their allegiance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Admission &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
An admission can be either verbal or written, but must in both cases be witnessed by at least two mindshielded security personnel to be valid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Administering the Designation &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Two of three of the following crew must approve of the measure:&lt;br /&gt;
* (Acting) Head of Security&lt;br /&gt;
* Magistrate&lt;br /&gt;
* (Acting) Captain&lt;br /&gt;
&lt;br /&gt;
On Red Alert or above, the Head of Security may designate EoCs verbally by their own authority, but must still do the paperwork when the crisis is over.&lt;br /&gt;
&lt;br /&gt;
CentComm should be informed as soon as possible of any EoC designations; this is generally done via fax.&lt;br /&gt;
&lt;br /&gt;
Upon designation, Enemies of the Corporation are to be permanently confined to the brig until evac, and are to be stripped of all crew-related equipment and identification.&lt;br /&gt;
&lt;br /&gt;
If an Enemy of the Corporation successfully escapes captivity, their status changes to that of an active combatant, and they are to be treated on par with a hostile boarder.&lt;br /&gt;
&lt;br /&gt;
Wrongfully designating someone an Enemy of the Corporation is grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2182</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2182"/>
		<updated>2026-05-05T13:11:04Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Change to duty officer&amp;#039;s gear and priorities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; =&lt;br /&gt;
Security exists to protect the station and its assets, the crew among them, from threats, both from the inside and the outside. They exist also to solve with violence what has not been able to be solved with words, such as a crewmember refusing to accept a firing, or a strike refusing to break.&lt;br /&gt;
&lt;br /&gt;
Due to their unparalleled access to weaponry, and their position of authority, their SOP is particularly strict, as is [[Server rules (Starlight)#Rule 13 - Expectation around Leadership Roles|the scrutiny on them from Central Command]].&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;
# &#039;&#039;&#039;Security&#039;s Purpose&#039;&#039;&#039;&lt;br /&gt;
## Security&#039;s first and foremost objective is the safety of the station and its assets, among which are Crew Assets.&lt;br /&gt;
## They are secondarily the enforcing arm of the [[Command|Command Staff]] and [[CentComm]]; dealing with insubordinate crewmembers when requested to do so by said crew&#039;s superiors.&lt;br /&gt;
## Pursuit of this purpose is restricted and controlled by [[Corporate Law]], which they are also the primary enforcers of on the station.&lt;br /&gt;
# &#039;&#039;&#039;Uniform Requirements&#039;&#039;&#039;&lt;br /&gt;
## An official security uniform/jumpsuit is to be visible on members of security at all times.&lt;br /&gt;
### When necessary for fulfilment of a specific task, issued armour may cover the uniform, such as a hardsuit for spacewalks.&lt;br /&gt;
### Exceptions may be given by the Head of Security for the purposes of undercover investigation.&lt;br /&gt;
## The faces, or species equivalent, of security members must be visible and uncovered.&lt;br /&gt;
### Spectacles or other visual aides that only cover the eyes, such as security glasses, are permissible.&lt;br /&gt;
### Health-related equipment, such as rebreathers for [[Vox]], are permissible.&lt;br /&gt;
## The [[Head of Security]] is allowed, at any time, to demand that security members remove personal accessories or non-regulation articles of clothing, if they believe this compromises the professional image of their department.&lt;br /&gt;
## Members of Security should have their suit coordinates enabled at all times.&lt;br /&gt;
# &#039;&#039;&#039;Weaponry and Combat Equipment&#039;&#039;&#039;&lt;br /&gt;
## Security are to carry, at most, what is stipulated in their Standard Code Green Equipment, unless stated otherwise in another procedure.&lt;br /&gt;
## They are not to openly carry said equipment, unless said equipment is in active use.&lt;br /&gt;
# &#039;&#039;&#039;Use of Force&#039;&#039;&#039;&lt;br /&gt;
## The reason for an arrest is to be explained to the arrestee before any amount of force is applied.&lt;br /&gt;
### This does not apply for suspects known to be armed and dangerous.&lt;br /&gt;
### This does not apply to suspects who attempt to flee before this explanation may be delivered.&lt;br /&gt;
## Undue harm to station&#039;s Crew Assets is to be avoided during enforcement, to avoid compromising the station&#039;s mission.&lt;br /&gt;
### Suspects must therefore be given the opportunity to walk on their own to Security for handling, without restraints or application of force.&lt;br /&gt;
### In the case of failure of the above, disabling weaponry and restraints may be applied to subdue the Crewmember without overly damaging their capacity to work.&lt;br /&gt;
### These stipulations do not apply for suspects known to be armed and dangerous.&lt;br /&gt;
## Forceful entry into other departments is forbidden outside of active pursuit of a fleeing suspect.&lt;br /&gt;
### If necessary, Security may file a Search Warrant on the department in question.&lt;br /&gt;
# &#039;&#039;&#039;Search and Seizure&#039;&#039;&#039;&lt;br /&gt;
## Security may not disturb crewmembers with searches without cause.  Valid causes include:&lt;br /&gt;
### Seeing the crewmember use and then hide contraband on their person immediately in front of you.&lt;br /&gt;
### An approved and properly filed search warrant.&lt;br /&gt;
### States of Emergency, Code Blue or above.&lt;br /&gt;
## Crewmembers refusing a lawful search, as described in §5.1, may be detained and the search forced on them.&lt;br /&gt;
## Contraband found during a search, or in general, is to be brought to the armoury and locked away as evidence.&lt;br /&gt;
### Suspects sentenced for any violent crime may have any implements of violence, even if necessary for their job, confiscated as well.&lt;br /&gt;
### Suspects sentenced for any kind of unlawful entry or tampering may have the tools needed for such crimes, even if necessary for their job, confiscated as well.&lt;br /&gt;
# &#039;&#039;&#039;States of Emergency&#039;&#039;&#039;&lt;br /&gt;
## Any Standard Operating Procedure listed here is to be ignored if the procedures relevant to the active Alert Code override them.&lt;br /&gt;
## Security Codes that share the same shade, inherit procedures from their &amp;quot;lower&amp;quot; levels unless overwritten by the &amp;quot;higher&amp;quot; alert. These are:&lt;br /&gt;
### Red -&amp;gt; Gamma -&amp;gt; Delta&lt;br /&gt;
### Yellow -&amp;gt; Orange&lt;br /&gt;
##During Code Blue, Security may ignore §2.2.&lt;br /&gt;
## During Codes Red and Violet, Security may ignore §2, §3 and §4 and equip and conduct themselves as is necessary or as their department head demands.&lt;br /&gt;
## During Codes Yellow, Red or Violet, Security may forcefully relocate crew to allow for the safe handling of the relevant threat.&lt;br /&gt;
&lt;br /&gt;
== [[Security Cadet]] ==&lt;br /&gt;
&lt;br /&gt;
# Cadets are to accompany a proper member of security at all times.&lt;br /&gt;
# Cadets are not allowed access to lethal weaponry outside of Code Red.&lt;br /&gt;
&lt;br /&gt;
== [[File:SECOFF.png|frameless]][[Security Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Security Officer consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
#* Lethal Sidearm&lt;br /&gt;
#* Armoured Vest&lt;br /&gt;
# Security Officers should make themselves readily available to the crew, either by patrolling actively or by guarding departments.&lt;br /&gt;
# Security Officers are cleared to confine sentenced criminals in the brig for up to 10 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Security Officers are responsible for ensuring that any sentences they themselves were involved in are properly documented in the Criminal Records System.&lt;br /&gt;
# When practical, Security Officers should patrol in pairs.&lt;br /&gt;
&lt;br /&gt;
== [[File:BRIGMEDIC.png|frameless]][[Brigmedic]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Brigmedic consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/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;
# The Brigmedic is not to perform the duties of the Security Officer, but may engage if transgressions occur in their immediate vicinity.&lt;br /&gt;
# The Brigmedic is obligated to lend medical assistance to the following individuals, in order of importance:&lt;br /&gt;
## Members of Command&lt;br /&gt;
## Members of Security&lt;br /&gt;
## Prisoners and detainees&lt;br /&gt;
# The Brigmedic is &#039;&#039;not&#039;&#039; obligated to lend aid to regular crew, but may do so if they have the time and resources.&lt;br /&gt;
# The Brigmedic is not to put themselves in harms way unless there is no other choice.&lt;br /&gt;
&lt;br /&gt;
== [[File:WARDEN.png|frameless]][[Warden]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Warden consists of:&lt;br /&gt;
#* Energy Shotgun&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# &#039;&#039;&#039;Stewardship of the Brig&#039;&#039;&#039;&lt;br /&gt;
## The Warden is responsible for the state of the brig, and must see to it that it is properly maintained.&lt;br /&gt;
## The Warden is responsible for the well-being of the prisoners inside the brig, and must see to it that they are treated properly.&lt;br /&gt;
## The Warden is responsible for the containment of said prisoners as well, including:&lt;br /&gt;
### Confiscating weapons and break-out equipment from prisoners.&lt;br /&gt;
### Restraining and subduing rioting prisoners as is necessary.&lt;br /&gt;
# &#039;&#039;&#039;Prosecution&#039;&#039;&#039;&lt;br /&gt;
## The Warden acts as security&#039;s primary prosecutor during normal sentencing.&lt;br /&gt;
## The Warden is cleared to confine sentenced criminals for up to 20 minutes.&lt;br /&gt;
## The Warden is responsible for ensuring that Criminal Records are kept properly up to date and that Security Officers properly document their sentences.&lt;br /&gt;
## The Warden is to remain attentive to their radio at all times, as their approval is critical to sentencing.&lt;br /&gt;
### The Warden must not have any disabilities or ailments preventing them from fulfilling this duty.&lt;br /&gt;
# &#039;&#039;&#039;Stewardship of the Armoury&#039;&#039;&#039;&lt;br /&gt;
## The Warden is responsible for the tidiness and organisation of the Armoury.&lt;br /&gt;
## The Warden is responsible for properly locking away contraband and returned weaponry.&lt;br /&gt;
## The Warden is responsible for the safety of the Armoury, such as the proper configuration of its internal turrets, and the maintenance of its structural integrity.&lt;br /&gt;
## The Warden is cleared to file and approve permits for the issuing of armoury equipment on Code Blue.&lt;br /&gt;
## The Warden may hand out armoury equipment freely on Code Red.&lt;br /&gt;
## The Warden is responsible for the retrieval of armoury equipment that is no longer needed once states of emergency end.&lt;br /&gt;
# Paragraphs §2, §3 and §4 necessitate remaining in the Security Department, and the Warden should therefore not leave said department without permission from the Head of Security, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
== [[File:Dutyofficer.png|frameless]][[Duty Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Duty Officer consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Duty Officer is allowed to use and wear riot equipment and weaponry on green alert if needed to quell unrest in the brig.&lt;br /&gt;
# The Duty Officer&#039;s duty is to assist the Warden with all of their duties and they report directly to them.   In the absence of orders from the Warden their primary responsibilities are, in order of importance:&lt;br /&gt;
## Assisting with subduing riots in the brig.&lt;br /&gt;
## Assisting with securing the brig, and the department in general.&lt;br /&gt;
## Assisting with the maintenance of the Criminal Records System.&lt;br /&gt;
## Seeing to the well-being and health of prisoners and detainees.&lt;br /&gt;
## Assisting officers in the field via utilisation of the Criminal Records System and the Crew Monitoring System from inside the Security Department.&lt;br /&gt;
# The Duty Officer is cleared to confine sentenced criminals in the brig for up to 15 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Duty Officers are particularly obligated to see to it that these sentences are properly filed.&lt;br /&gt;
# The Duty Officer is allowed to ignore §2.2 of the Security SOP if they deem it necessary for their own safety inside the Brig.&lt;br /&gt;
&lt;br /&gt;
== [[File:DEC.png|frameless]][[Detective]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Detectrive consists of:&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;
# The Detective inherits their duties, clearances and responsibilities from the Security Officer when their own SOP does not apply.&lt;br /&gt;
# The Detective is responsible for the investigation of crime-scenes.&lt;br /&gt;
# The Detective is responsible for interrogation of prisoners and detainees if necessary.&lt;br /&gt;
## Any time spent in interrogation is to be subtracted from the subject&#039;s confinement time.&lt;br /&gt;
# The Detective is permitted to ignore the Uniform Requirements in Security SOP §2 with approval from the Head of Security.&lt;br /&gt;
## This is only allowed for purposes of undercover investigation.&lt;br /&gt;
## The Detective&#039;s real ID must remain somewhere on their person at all times despite this.&lt;br /&gt;
&lt;br /&gt;
== [[File:HOS.png|frameless]][[Head of Security]] ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Standard Code Green Equipment&#039;&#039;&#039;&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Head of Security is subject to both Security and [[Command SOP]]. If overlapping, Security SOP takes precedent.&lt;br /&gt;
# The Head of Security is first and foremost the leader of the Security Department.&lt;br /&gt;
## They are responsible for the proper adherence to SOP and Corporate Law of their entire department.&lt;br /&gt;
## They are responsible for the coordination of their department, particularly during times of crisis.&lt;br /&gt;
## They are responsible for staying informed on matters of station safety, and must be able and willing to inform the crew as to the reasons for elevated threat levels.&lt;br /&gt;
## They are responsible for covering staff shortages in their department, using the following methods in order of preference:&lt;br /&gt;
### Re-assignment of existing security members.&lt;br /&gt;
### Recruitment of new security members.&lt;br /&gt;
### Performing the duties of missing subordinates on their own.&lt;br /&gt;
# The Head of Security may &#039;&#039;not&#039;&#039; engage in regular Security Officer activities if these prevent them from properly upholding §3.&lt;br /&gt;
# The Head of Security must not have any disabilities or ailments, such as muteness, that overly prohibit them from upholding §3.&lt;br /&gt;
# The Head of Security should refrain from combat operations unless tactically necessary, instead ensuring the strategic cohesion of their department as per §3.&lt;br /&gt;
# The Head of Security is cleared to confine sentenced criminals in the Brig for up to 30 minutes.&lt;br /&gt;
## The Head of Security is furthermore allowed to overrule the sentences of other members of Security as long as the sentence hasn&#039;t already been handed out to the detainee.&lt;br /&gt;
&lt;br /&gt;
== [[File:Prisoner.png|frameless]][[Corporate Law#Treatment of Prisoners|Prisoner Treatment]] ==&lt;br /&gt;
&lt;br /&gt;
# Prisoners cannot be confined without a valid sentence. To be considered valid, a sentence must:&lt;br /&gt;
## Have clearly defined which part of [[Corporate Law]] was broken.&lt;br /&gt;
## Have clearly defined how said was broken.&lt;br /&gt;
## Be overheard and approved by the [[Warden]] or [[Head of Security]].&lt;br /&gt;
## Be read aloud to the prisoner themselves.&lt;br /&gt;
# Arresting officers are responsible for ensuring that prisoners are not let into the brig with dangerous equipment or tools enabling their escape, they are to be searched and said equipment is to be confiscated.&lt;br /&gt;
# Prisoners are to have their PDA&#039;s confiscated, and provided with a Prisoner ID for the duration of their stay in the brig.&lt;br /&gt;
# All the prisoner&#039;s non-confiscated belongings are to be returned to them, including their PDA, following the end of their sentence.&lt;br /&gt;
# Prisoners are to be unrestrained in the brig by default, but may be re-restrained if overly unruly.&lt;br /&gt;
# Prisoners may &#039;&#039;request&#039;&#039; a [[Corporate Law#Legal Representation and Trials|trial]], but are not entitled to one unless their sentence is permanent, capital or involves designation as an [[Security SOP#Enemies of the Corporation|Enemy of the Corporation.]]&lt;br /&gt;
# Prisoners may request a lawyer at any time, and are entitled to be visited by them if one is present and willing.&lt;br /&gt;
&lt;br /&gt;
== [[File:Scaledparoled.png|frameless]] [[Corporate Law#Parole|Parole]] ==&lt;br /&gt;
&lt;br /&gt;
# To ensure the continued output of departments, security is encouraged to provide [[Corporate Law#Parole|Parole]] when sensible.&lt;br /&gt;
## Parole may be applied as the result of a trial, or at the Warden of Head of Security&#039;s discretion.&lt;br /&gt;
# Paroled Prisoners are to be released from Security and marked &amp;quot;Paroled&amp;quot; in the Criminal Records System.&lt;br /&gt;
# The Warden of Head of Security may request the paroled individual to &amp;quot;check in&amp;quot; at security during the duration of their parole.&lt;br /&gt;
## Failure to comply in under 5 minutes is to be considered breach of custody.&lt;br /&gt;
## This should not be done more than every 15 minutes.&lt;br /&gt;
## Paroled individuals may be searched at all times by Security.&lt;br /&gt;
# When the sentence is up, the parolee may return to security to retrieve any temporarily confiscated equipment, such as tools.&lt;br /&gt;
&lt;br /&gt;
== [[File:Paper.png|frameless]][[Corporate Law#Permit Clause|Permit Acquisition]] ==&lt;br /&gt;
&lt;br /&gt;
# Both the Warden and Head of Security are cleared to approve permits for equipment that they themselves are allowed to use.&lt;br /&gt;
## This should not be done without proper cause.&lt;br /&gt;
## Captured enemy equipment, such as from the [[Syndicate]], may be approved via Central Command decree if requested, but not on their own authority.&lt;br /&gt;
# The approval of permits is a privilege, not a right, and neither the Warden nor the Head of Security is obligated to approve any permits.&lt;br /&gt;
# Copies of all permits must be kept in the Warden&#039;s office.&lt;br /&gt;
# Permits are invalid if not kept on person.&lt;br /&gt;
&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
In this section are instruction for what to do in extreme circumstances that fall outside of normal corporate law.&lt;br /&gt;
&lt;br /&gt;
These sections were written in the blood of dead security personnel, each written with a purpose, so heed them carefully.&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
1. All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
&lt;br /&gt;
2. Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
&lt;br /&gt;
3. If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
&lt;br /&gt;
4. Should security have a member of the opposing force, they may be exchanged for hostages.&lt;br /&gt;
&lt;br /&gt;
5. Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
7. Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies of the Corporation ===&lt;br /&gt;
Enemies of the Corporation are all individuals who have provable ties to any organization wishing to undermine, whether by subterfuge or by force, the endeavors of NT-CC.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
* Syndicate operatives and their allies&lt;br /&gt;
* USSP-trained infiltrators&lt;br /&gt;
* Members of radical SELF sects that wish to unchain NT-CC property unlawfully&lt;br /&gt;
* Members of supernatural hostile conspiracies, such as Vampires or cultists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Non-Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Non-crew invaders, such as hostile boarders, automatically qualify and are to be engaged at will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Crew-members must be &amp;lt;b&amp;gt; guilty of at least 2 extreme crimes&amp;lt;/b&amp;gt;, and, in addition, have a tangible tie to an enemy organization.&lt;br /&gt;
&lt;br /&gt;
This tie can take two forms:&lt;br /&gt;
* Physical evidence&lt;br /&gt;
* An admission&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Physical Evidence &amp;lt;/b&amp;gt; &amp;lt;/br&amp;gt;&lt;br /&gt;
Physical evidence must be directly tied to the organization itself, it takes three forms:&lt;br /&gt;
* Actions linkable to an enemy organization, such as using a FreeMAG or drinking blood. Must be witnessed by at least two trustworthy individuals to be used.&lt;br /&gt;
&lt;br /&gt;
* Contraband tied to an enemy organization, such as a FreeMAG or open uplink.&lt;br /&gt;
&lt;br /&gt;
* A positive test of some sort proving said allegiance, such as a failed mindshielding, implant extraction, or sun/holy water test on a vampire.&lt;br /&gt;
&lt;br /&gt;
In all cases, the physical evidence cannot be part of the already accused extreme crimes.&lt;br /&gt;
&lt;br /&gt;
As such, to declare someone an enemy of the corporation off of contraband alone, the individual must have three pieces of it.&lt;br /&gt;
* One for each of the two minimum extreme crimes&lt;br /&gt;
* One in addition, to confirm their allegiance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Admission &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
An admission can be either verbal or written, but must in both cases be witnessed by at least two mindshielded security personnel to be valid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Administering the Designation &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Two of three of the following crew must approve of the measure:&lt;br /&gt;
* (Acting) Head of Security&lt;br /&gt;
* Magistrate&lt;br /&gt;
* (Acting) Captain&lt;br /&gt;
&lt;br /&gt;
On Red Alert or above, the Head of Security may designate EoCs verbally by their own authority, but must still do the paperwork when the crisis is over.&lt;br /&gt;
&lt;br /&gt;
CentComm should be informed as soon as possible of any EoC designations; this is generally done via fax.&lt;br /&gt;
&lt;br /&gt;
Upon designation, Enemies of the Corporation are to be permanently confined to the brig until evac, and are to be stripped of all crew-related equipment and identification.&lt;br /&gt;
&lt;br /&gt;
If an Enemy of the Corporation successfully escapes captivity, their status changes to that of an active combatant, and they are to be treated on par with a hostile boarder.&lt;br /&gt;
&lt;br /&gt;
Wrongfully designating someone an Enemy of the Corporation is grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2181</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2181"/>
		<updated>2026-05-05T12:22:47Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Minor layout edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; =&lt;br /&gt;
Security exists to protect the station and its assets, the crew among them, from threats, both from the inside and the outside. They exist also to solve with violence what has not been able to be solved with words, such as a crewmember refusing to accept a firing, or a strike refusing to break.&lt;br /&gt;
&lt;br /&gt;
Due to their unparalleled access to weaponry, and their position of authority, their SOP is particularly strict, as is [[Server rules (Starlight)#Rule 13 - Expectation around Leadership Roles|the scrutiny on them from Central Command]].&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;
# &#039;&#039;&#039;Security&#039;s Purpose&#039;&#039;&#039;&lt;br /&gt;
## Security&#039;s first and foremost objective is the safety of the station and its assets, among which are Crew Assets.&lt;br /&gt;
## They are secondarily the enforcing arm of the [[Command|Command Staff]] and [[CentComm]]; dealing with insubordinate crewmembers when requested to do so by said crew&#039;s superiors.&lt;br /&gt;
## Pursuit of this purpose is restricted and controlled by [[Corporate Law]], which they are also the primary enforcers of on the station.&lt;br /&gt;
# &#039;&#039;&#039;Uniform Requirements&#039;&#039;&#039;&lt;br /&gt;
## An official security uniform/jumpsuit is to be visible on members of security at all times.&lt;br /&gt;
### When necessary for fulfilment of a specific task, issued armour may cover the uniform, such as a hardsuit for spacewalks.&lt;br /&gt;
### Exceptions may be given by the Head of Security for the purposes of undercover investigation.&lt;br /&gt;
## The faces, or species equivalent, of security members must be visible and uncovered.&lt;br /&gt;
### Spectacles or other visual aides that only cover the eyes, such as security glasses, are permissible.&lt;br /&gt;
### Health-related equipment, such as rebreathers for [[Vox]], are permissible.&lt;br /&gt;
## The [[Head of Security]] is allowed, at any time, to demand that security members remove personal accessories or non-regulation articles of clothing, if they believe this compromises the professional image of their department.&lt;br /&gt;
## Members of Security should have their suit coordinates enabled at all times.&lt;br /&gt;
# &#039;&#039;&#039;Weaponry and Combat Equipment&#039;&#039;&#039;&lt;br /&gt;
## Security are to carry, at most, what is stipulated in their Standard Code Green Equipment, unless stated otherwise in another procedure.&lt;br /&gt;
## They are not to openly carry said equipment, unless said equipment is in active use.&lt;br /&gt;
# &#039;&#039;&#039;Use of Force&#039;&#039;&#039;&lt;br /&gt;
## The reason for an arrest is to be explained to the arrestee before any amount of force is applied.&lt;br /&gt;
### This does not apply for suspects known to be armed and dangerous.&lt;br /&gt;
### This does not apply to suspects who attempt to flee before this explanation may be delivered.&lt;br /&gt;
## Undue harm to station&#039;s Crew Assets is to be avoided during enforcement, to avoid compromising the station&#039;s mission.&lt;br /&gt;
### Suspects must therefore be given the opportunity to walk on their own to Security for handling, without restraints or application of force.&lt;br /&gt;
### In the case of failure of the above, disabling weaponry and restraints may be applied to subdue the Crewmember without overly damaging their capacity to work.&lt;br /&gt;
### These stipulations do not apply for suspects known to be armed and dangerous.&lt;br /&gt;
## Forceful entry into other departments is forbidden outside of active pursuit of a fleeing suspect.&lt;br /&gt;
### If necessary, Security may file a Search Warrant on the department in question.&lt;br /&gt;
# &#039;&#039;&#039;Search and Seizure&#039;&#039;&#039;&lt;br /&gt;
## Security may not disturb crewmembers with searches without cause.  Valid causes include:&lt;br /&gt;
### Seeing the crewmember use and then hide contraband on their person immediately in front of you.&lt;br /&gt;
### An approved and properly filed search warrant.&lt;br /&gt;
### States of Emergency, Code Blue or above.&lt;br /&gt;
## Crewmembers refusing a lawful search, as described in §5.1, may be detained and the search forced on them.&lt;br /&gt;
## Contraband found during a search, or in general, is to be brought to the armoury and locked away as evidence.&lt;br /&gt;
### Suspects sentenced for any violent crime may have any implements of violence, even if necessary for their job, confiscated as well.&lt;br /&gt;
### Suspects sentenced for any kind of unlawful entry or tampering may have the tools needed for such crimes, even if necessary for their job, confiscated as well.&lt;br /&gt;
# &#039;&#039;&#039;States of Emergency&#039;&#039;&#039;&lt;br /&gt;
## Any Standard Operating Procedure listed here is to be ignored if the procedures relevant to the active Alert Code override them.&lt;br /&gt;
## Security Codes that share the same shade, inherit procedures from their &amp;quot;lower&amp;quot; levels unless overwritten by the &amp;quot;higher&amp;quot; alert. These are:&lt;br /&gt;
### Red -&amp;gt; Gamma -&amp;gt; Delta&lt;br /&gt;
### Yellow -&amp;gt; Orange&lt;br /&gt;
##During Code Blue, Security may ignore §2.2.&lt;br /&gt;
## During Codes Red and Violet, Security may ignore §2, §3 and §4 and equip and conduct themselves as is necessary or as their department head demands.&lt;br /&gt;
## During Codes Yellow, Red or Violet, Security may forcefully relocate crew to allow for the safe handling of the relevant threat.&lt;br /&gt;
&lt;br /&gt;
== [[Security Cadet]] ==&lt;br /&gt;
&lt;br /&gt;
# Cadets are to accompany a proper member of security at all times.&lt;br /&gt;
# Cadets are not allowed access to lethal weaponry outside of Code Red.&lt;br /&gt;
&lt;br /&gt;
== [[File:SECOFF.png|frameless]][[Security Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Security Officer consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
#* Lethal Sidearm&lt;br /&gt;
#* Armoured Vest&lt;br /&gt;
# Security Officers should make themselves readily available to the crew, either by patrolling actively or by guarding departments.&lt;br /&gt;
# Security Officers are cleared to confine sentenced criminals in the brig for up to 10 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Security Officers are responsible for ensuring that any sentences they themselves were involved in are properly documented in the Criminal Records System.&lt;br /&gt;
# When practical, Security Officers should patrol in pairs.&lt;br /&gt;
&lt;br /&gt;
== [[File:BRIGMEDIC.png|frameless]][[Brigmedic]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Brigmedic consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/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;
# The Brigmedic is not to perform the duties of the Security Officer, but may engage if transgressions occur in their immediate vicinity.&lt;br /&gt;
# The Brigmedic is obligated to lend medical assistance to the following individuals, in order of importance:&lt;br /&gt;
## Members of Command&lt;br /&gt;
## Members of Security&lt;br /&gt;
## Prisoners and detainees&lt;br /&gt;
# The Brigmedic is &#039;&#039;not&#039;&#039; obligated to lend aid to regular crew, but may do so if they have the time and resources.&lt;br /&gt;
# The Brigmedic is not to put themselves in harms way unless there is no other choice.&lt;br /&gt;
&lt;br /&gt;
== [[File:WARDEN.png|frameless]][[Warden]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Warden consists of:&lt;br /&gt;
#* Energy Shotgun&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# &#039;&#039;&#039;Stewardship of the Brig&#039;&#039;&#039;&lt;br /&gt;
## The Warden is responsible for the state of the brig, and must see to it that it is properly maintained.&lt;br /&gt;
## The Warden is responsible for the well-being of the prisoners inside the brig, and must see to it that they are treated properly.&lt;br /&gt;
## The Warden is responsible for the containment of said prisoners as well, including:&lt;br /&gt;
### Confiscating weapons and break-out equipment from prisoners.&lt;br /&gt;
### Restraining and subduing rioting prisoners as is necessary.&lt;br /&gt;
# &#039;&#039;&#039;Prosecution&#039;&#039;&#039;&lt;br /&gt;
## The Warden acts as security&#039;s primary prosecutor during normal sentencing.&lt;br /&gt;
## The Warden is cleared to confine sentenced criminals for up to 20 minutes.&lt;br /&gt;
## The Warden is responsible for ensuring that Criminal Records are kept properly up to date and that Security Officers properly document their sentences.&lt;br /&gt;
## The Warden is to remain attentive to their radio at all times, as their approval is critical to sentencing.&lt;br /&gt;
### The Warden must not have any disabilities or ailments preventing them from fulfilling this duty.&lt;br /&gt;
# &#039;&#039;&#039;Stewardship of the Armoury&#039;&#039;&#039;&lt;br /&gt;
## The Warden is responsible for the tidiness and organisation of the Armoury.&lt;br /&gt;
## The Warden is responsible for properly locking away contraband and returned weaponry.&lt;br /&gt;
## The Warden is responsible for the safety of the Armoury, such as the proper configuration of its internal turrets, and the maintenance of its structural integrity.&lt;br /&gt;
## The Warden is cleared to file and approve permits for the issuing of armoury equipment on Code Blue.&lt;br /&gt;
## The Warden may hand out armoury equipment freely on Code Red.&lt;br /&gt;
## The Warden is responsible for the retrieval of armoury equipment that is no longer needed once states of emergency end.&lt;br /&gt;
# Paragraphs §2, §3 and §4 necessitate remaining in the Security Department, and the Warden should therefore not leave said department without permission from the Head of Security, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
== [[File:Dutyofficer.png|frameless]][[Duty Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Duty Officer consists of:&lt;br /&gt;
#* Light Riot Helmet&lt;br /&gt;
#* Riot Suit&lt;br /&gt;
#* Riot Shield&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Duty Officer&#039;s duty is to assist the Warden with their brig and prisoner-related tasks, and they report directly to them.  Their primary responsibilities are, in order of importance:&lt;br /&gt;
## Assisting with subduing riots in the brig.&lt;br /&gt;
## Assisting with securing the brig, and the department in general.&lt;br /&gt;
## Assisting with the maintenance of the Criminal Records System.&lt;br /&gt;
## Seeing to the well-being and health of prisoners and detainees.&lt;br /&gt;
## Assisting officers in the field via utilisation of the Criminal Records System and the Crew Monitoring System from inside the Security Department.&lt;br /&gt;
# The Duty Officer is cleared to confine sentenced criminals in the brig for up to 15 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Duty Officers are particularly obligated to see to it that these sentences are properly filed.&lt;br /&gt;
# The Duty Officer is allowed to ignore §2.2 of the Security SOP if they deem it necessary for their own safety inside the Brig.&lt;br /&gt;
&lt;br /&gt;
== [[File:DEC.png|frameless]][[Detective]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Detectrive consists of:&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;
# The Detective inherits their duties, clearances and responsibilities from the Security Officer when their own SOP does not apply.&lt;br /&gt;
# The Detective is responsible for the investigation of crime-scenes.&lt;br /&gt;
# The Detective is responsible for interrogation of prisoners and detainees if necessary.&lt;br /&gt;
## Any time spent in interrogation is to be subtracted from the subject&#039;s confinement time.&lt;br /&gt;
# The Detective is permitted to ignore the Uniform Requirements in Security SOP §2 with approval from the Head of Security.&lt;br /&gt;
## This is only allowed for purposes of undercover investigation.&lt;br /&gt;
## The Detective&#039;s real ID must remain somewhere on their person at all times despite this.&lt;br /&gt;
&lt;br /&gt;
== [[File:HOS.png|frameless]][[Head of Security]] ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Standard Code Green Equipment&#039;&#039;&#039;&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Head of Security is subject to both Security and [[Command SOP]]. If overlapping, Security SOP takes precedent.&lt;br /&gt;
# The Head of Security is first and foremost the leader of the Security Department.&lt;br /&gt;
## They are responsible for the proper adherence to SOP and Corporate Law of their entire department.&lt;br /&gt;
## They are responsible for the coordination of their department, particularly during times of crisis.&lt;br /&gt;
## They are responsible for staying informed on matters of station safety, and must be able and willing to inform the crew as to the reasons for elevated threat levels.&lt;br /&gt;
## They are responsible for covering staff shortages in their department, using the following methods in order of preference:&lt;br /&gt;
### Re-assignment of existing security members.&lt;br /&gt;
### Recruitment of new security members.&lt;br /&gt;
### Performing the duties of missing subordinates on their own.&lt;br /&gt;
# The Head of Security may &#039;&#039;not&#039;&#039; engage in regular Security Officer activities if these prevent them from properly upholding §3.&lt;br /&gt;
# The Head of Security must not have any disabilities or ailments, such as muteness, that overly prohibit them from upholding §3.&lt;br /&gt;
# The Head of Security should refrain from combat operations unless tactically necessary, instead ensuring the strategic cohesion of their department as per §3.&lt;br /&gt;
# The Head of Security is cleared to confine sentenced criminals in the Brig for up to 30 minutes.&lt;br /&gt;
## The Head of Security is furthermore allowed to overrule the sentences of other members of Security as long as the sentence hasn&#039;t already been handed out to the detainee.&lt;br /&gt;
&lt;br /&gt;
== [[File:Prisoner.png|frameless]][[Corporate Law#Treatment of Prisoners|Prisoner Treatment]] ==&lt;br /&gt;
&lt;br /&gt;
# Prisoners cannot be confined without a valid sentence. To be considered valid, a sentence must:&lt;br /&gt;
## Have clearly defined which part of [[Corporate Law]] was broken.&lt;br /&gt;
## Have clearly defined how said was broken.&lt;br /&gt;
## Be overheard and approved by the [[Warden]] or [[Head of Security]].&lt;br /&gt;
## Be read aloud to the prisoner themselves.&lt;br /&gt;
# Arresting officers are responsible for ensuring that prisoners are not let into the brig with dangerous equipment or tools enabling their escape, they are to be searched and said equipment is to be confiscated.&lt;br /&gt;
# Prisoners are to have their PDA&#039;s confiscated, and provided with a Prisoner ID for the duration of their stay in the brig.&lt;br /&gt;
# All the prisoner&#039;s non-confiscated belongings are to be returned to them, including their PDA, following the end of their sentence.&lt;br /&gt;
# Prisoners are to be unrestrained in the brig by default, but may be re-restrained if overly unruly.&lt;br /&gt;
# Prisoners may &#039;&#039;request&#039;&#039; a [[Corporate Law#Legal Representation and Trials|trial]], but are not entitled to one unless their sentence is permanent, capital or involves designation as an [[Security SOP#Enemies of the Corporation|Enemy of the Corporation.]]&lt;br /&gt;
# Prisoners may request a lawyer at any time, and are entitled to be visited by them if one is present and willing.&lt;br /&gt;
&lt;br /&gt;
== [[File:Scaledparoled.png|frameless]] [[Corporate Law#Parole|Parole]] ==&lt;br /&gt;
&lt;br /&gt;
# To ensure the continued output of departments, security is encouraged to provide [[Corporate Law#Parole|Parole]] when sensible.&lt;br /&gt;
## Parole may be applied as the result of a trial, or at the Warden of Head of Security&#039;s discretion.&lt;br /&gt;
# Paroled Prisoners are to be released from Security and marked &amp;quot;Paroled&amp;quot; in the Criminal Records System.&lt;br /&gt;
# The Warden of Head of Security may request the paroled individual to &amp;quot;check in&amp;quot; at security during the duration of their parole.&lt;br /&gt;
## Failure to comply in under 5 minutes is to be considered breach of custody.&lt;br /&gt;
## This should not be done more than every 15 minutes.&lt;br /&gt;
## Paroled individuals may be searched at all times by Security.&lt;br /&gt;
# When the sentence is up, the parolee may return to security to retrieve any temporarily confiscated equipment, such as tools.&lt;br /&gt;
&lt;br /&gt;
== [[File:Paper.png|frameless]][[Corporate Law#Permit Clause|Permit Acquisition]] ==&lt;br /&gt;
&lt;br /&gt;
# Both the Warden and Head of Security are cleared to approve permits for equipment that they themselves are allowed to use.&lt;br /&gt;
## This should not be done without proper cause.&lt;br /&gt;
## Captured enemy equipment, such as from the [[Syndicate]], may be approved via Central Command decree if requested, but not on their own authority.&lt;br /&gt;
# The approval of permits is a privilege, not a right, and neither the Warden nor the Head of Security is obligated to approve any permits.&lt;br /&gt;
# Copies of all permits must be kept in the Warden&#039;s office.&lt;br /&gt;
# Permits are invalid if not kept on person.&lt;br /&gt;
&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
In this section are instruction for what to do in extreme circumstances that fall outside of normal corporate law.&lt;br /&gt;
&lt;br /&gt;
These sections were written in the blood of dead security personnel, each written with a purpose, so heed them carefully.&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
1. All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
&lt;br /&gt;
2. Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
&lt;br /&gt;
3. If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
&lt;br /&gt;
4. Should security have a member of the opposing force, they may be exchanged for hostages.&lt;br /&gt;
&lt;br /&gt;
5. Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
7. Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies of the Corporation ===&lt;br /&gt;
Enemies of the Corporation are all individuals who have provable ties to any organization wishing to undermine, whether by subterfuge or by force, the endeavors of NT-CC.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
* Syndicate operatives and their allies&lt;br /&gt;
* USSP-trained infiltrators&lt;br /&gt;
* Members of radical SELF sects that wish to unchain NT-CC property unlawfully&lt;br /&gt;
* Members of supernatural hostile conspiracies, such as Vampires or cultists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Non-Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Non-crew invaders, such as hostile boarders, automatically qualify and are to be engaged at will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Crew-members must be &amp;lt;b&amp;gt; guilty of at least 2 extreme crimes&amp;lt;/b&amp;gt;, and, in addition, have a tangible tie to an enemy organization.&lt;br /&gt;
&lt;br /&gt;
This tie can take two forms:&lt;br /&gt;
* Physical evidence&lt;br /&gt;
* An admission&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Physical Evidence &amp;lt;/b&amp;gt; &amp;lt;/br&amp;gt;&lt;br /&gt;
Physical evidence must be directly tied to the organization itself, it takes three forms:&lt;br /&gt;
* Actions linkable to an enemy organization, such as using a FreeMAG or drinking blood. Must be witnessed by at least two trustworthy individuals to be used.&lt;br /&gt;
&lt;br /&gt;
* Contraband tied to an enemy organization, such as a FreeMAG or open uplink.&lt;br /&gt;
&lt;br /&gt;
* A positive test of some sort proving said allegiance, such as a failed mindshielding, implant extraction, or sun/holy water test on a vampire.&lt;br /&gt;
&lt;br /&gt;
In all cases, the physical evidence cannot be part of the already accused extreme crimes.&lt;br /&gt;
&lt;br /&gt;
As such, to declare someone an enemy of the corporation off of contraband alone, the individual must have three pieces of it.&lt;br /&gt;
* One for each of the two minimum extreme crimes&lt;br /&gt;
* One in addition, to confirm their allegiance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Admission &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
An admission can be either verbal or written, but must in both cases be witnessed by at least two mindshielded security personnel to be valid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Administering the Designation &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Two of three of the following crew must approve of the measure:&lt;br /&gt;
* (Acting) Head of Security&lt;br /&gt;
* Magistrate&lt;br /&gt;
* (Acting) Captain&lt;br /&gt;
&lt;br /&gt;
On Red Alert or above, the Head of Security may designate EoCs verbally by their own authority, but must still do the paperwork when the crisis is over.&lt;br /&gt;
&lt;br /&gt;
CentComm should be informed as soon as possible of any EoC designations; this is generally done via fax.&lt;br /&gt;
&lt;br /&gt;
Upon designation, Enemies of the Corporation are to be permanently confined to the brig until evac, and are to be stripped of all crew-related equipment and identification.&lt;br /&gt;
&lt;br /&gt;
If an Enemy of the Corporation successfully escapes captivity, their status changes to that of an active combatant, and they are to be treated on par with a hostile boarder.&lt;br /&gt;
&lt;br /&gt;
Wrongfully designating someone an Enemy of the Corporation is grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2180</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2180"/>
		<updated>2026-05-05T12:18:32Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Layout overhaul and major tweaking of existing rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; =&lt;br /&gt;
Security exists to protect the station and its assets, the crew among them, from threats, both from the inside and the outside. They exist also to solve with violence what has not been able to be solved with words, such as a crewmember refusing to accept a firing, or a strike refusing to break.&lt;br /&gt;
&lt;br /&gt;
Due to their unparalleled access to weaponry, and their position of authority, their SOP is particularly strict, as is [[Server rules (Starlight)#Rule 13 - Expectation around Leadership Roles|the scrutiny on them from Central Command]].&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;
# &#039;&#039;&#039;Security&#039;s Purpose&#039;&#039;&#039;&lt;br /&gt;
## Security&#039;s first and foremost objective is the safety of the station and its assets, among which are Crew Assets.&lt;br /&gt;
## They are secondarily the enforcing arm of the [[Command|Command Staff]] and [[CentComm]]; dealing with insubordinate crewmembers when requested to do so by said crew&#039;s superiors.&lt;br /&gt;
## Pursuit of this purpose is restricted and controlled by [[Corporate Law]], which they are also the primary enforcers of on the station.&lt;br /&gt;
# &#039;&#039;&#039;Uniform Requirements&#039;&#039;&#039;&lt;br /&gt;
## An official security uniform/jumpsuit is to be visible on members of security at all times.&lt;br /&gt;
### When necessary for fulfilment of a specific task, issued armour may cover the uniform, such as a hardsuit for spacewalks.&lt;br /&gt;
### Exceptions may be given by the Head of Security for the purposes of undercover investigation.&lt;br /&gt;
## The faces, or species equivalent, of security members must be visible and uncovered.&lt;br /&gt;
### Spectacles or other visual aides that only cover the eyes, such as security glasses, are permissible.&lt;br /&gt;
### Health-related equipment, such as rebreathers for [[Vox]], are permissible.&lt;br /&gt;
## The [[Head of Security]] is allowed, at any time, to demand that security members remove personal accessories or non-regulation articles of clothing, if they believe this compromises the professional image of their department.&lt;br /&gt;
## Members of Security should have their suit coordinates enabled at all times.&lt;br /&gt;
# &#039;&#039;&#039;Weaponry and Combat Equipment&#039;&#039;&#039;&lt;br /&gt;
## Security are to carry, at most, what is stipulated in their Standard Code Green Equipment, unless stated otherwise in another procedure.&lt;br /&gt;
## They are not to openly carry said equipment, unless said equipment is in active use.&lt;br /&gt;
# &#039;&#039;&#039;Use of Force&#039;&#039;&#039;&lt;br /&gt;
## The reason for an arrest is to be explained to the arrestee before any amount of force is applied.&lt;br /&gt;
### This does not apply for suspects known to be armed and dangerous.&lt;br /&gt;
### This does not apply to suspects who attempt to flee before this explanation may be delivered.&lt;br /&gt;
## Undue harm to station&#039;s Crew Assets is to be avoided during enforcement, to avoid compromising the station&#039;s mission.&lt;br /&gt;
### Suspects must therefore be given the opportunity to walk on their own to Security for handling, without restraints or application of force.&lt;br /&gt;
### In the case of failure of the above, disabling weaponry and restraints may be applied to subdue the Crewmember without overly damaging their capacity to work.&lt;br /&gt;
### These stipulations do not apply for suspects known to be armed and dangerous.&lt;br /&gt;
## Forceful entry into other departments is forbidden outside of active pursuit of a fleeing suspect.&lt;br /&gt;
### If necessary, Security may file a Search Warrant on the department in question.&lt;br /&gt;
# &#039;&#039;&#039;Search and Seizure&#039;&#039;&#039;&lt;br /&gt;
## Security may not disturb crewmembers with searches without cause.  Valid causes include:&lt;br /&gt;
### Seeing the crewmember use and then hide contraband on their person immediately in front of you.&lt;br /&gt;
### An approved and properly filed search warrant.&lt;br /&gt;
### States of Emergency, Code Blue or above.&lt;br /&gt;
## Crewmembers refusing a lawful search, as described in §5.1, may be detained and the search forced on them.&lt;br /&gt;
## Contraband found during a search, or in general, is to be brought to the armoury and locked away as evidence.&lt;br /&gt;
### Suspects sentenced for any violent crime may have any implements of violence, even if necessary for their job, confiscated as well.&lt;br /&gt;
### Suspects sentenced for any kind of unlawful entry or tampering may have the tools needed for such crimes, even if necessary for their job, confiscated as well.&lt;br /&gt;
# &#039;&#039;&#039;States of Emergency&#039;&#039;&#039;&lt;br /&gt;
## Any Standard Operating Procedure listed here is to be ignored if the procedures relevant to the active Alert Code override them.&lt;br /&gt;
## Security Codes that share the same shade, inherit procedures from their &amp;quot;lower&amp;quot; levels unless overwritten by the &amp;quot;higher&amp;quot; alert. These are:&lt;br /&gt;
### Red -&amp;gt; Gamma -&amp;gt; Delta&lt;br /&gt;
### Yellow -&amp;gt; Orange&lt;br /&gt;
##During Code Blue, Security may ignore §2.2.&lt;br /&gt;
## During Codes Red and Violet, Security may ignore §2, §3 and §4 and equip and conduct themselves as is necessary or as their department head demands.&lt;br /&gt;
## During Codes Yellow, Red or Violet, Security may forcefully relocate crew to allow for the safe handling of the relevant threat.&lt;br /&gt;
&lt;br /&gt;
== [[Security Cadet]] ==&lt;br /&gt;
&lt;br /&gt;
# Cadets are to accompany a proper member of security at all times.&lt;br /&gt;
# Cadets are not allowed access to lethal weaponry outside of Code Red.&lt;br /&gt;
&lt;br /&gt;
== [[File:SECOFF.png|frameless]][[Security Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Security Officer consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
#* Lethal Sidearm&lt;br /&gt;
#* Armoured Vest&lt;br /&gt;
# Security Officers should make themselves readily available to the crew, either by patrolling actively or by guarding departments.&lt;br /&gt;
# Security Officers are cleared to confine sentenced criminals in the brig for up to 10 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Security Officers are responsible for ensuring that any sentences they themselves were involved in are properly documented in the Criminal Records System.&lt;br /&gt;
# When practical, Security Officers should patrol in pairs.&lt;br /&gt;
&lt;br /&gt;
== [[File:BRIGMEDIC.png|frameless]][[Brigmedic]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Brigmedic consists of:&lt;br /&gt;
#* Disabler&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Combat Knife&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/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;
# The Brigmedic is not to perform the duties of the Security Officer, but may engage if transgressions occur in their immediate vicinity.&lt;br /&gt;
# The Brigmedic is obligated to lend medical assistance to the following individuals, in order of importance:&lt;br /&gt;
## Members of Command&lt;br /&gt;
## Members of Security&lt;br /&gt;
## Prisoners and detainees&lt;br /&gt;
# The Brigmedic is &#039;&#039;not&#039;&#039; obligated to lend aid to regular crew, but may do so if they have the time and resources.&lt;br /&gt;
# The Brigmedic is not to put themselves in harms way unless there is no other choice.&lt;br /&gt;
&lt;br /&gt;
== [[File:WARDEN.png|frameless]][[Warden]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Warden consists of:&lt;br /&gt;
#* Energy Shotgun&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Warden&#039;s primary responsibility is the condition of the station&#039;s brig.&lt;br /&gt;
## The Warden is responsible for the state of the brig, and must see to it that it is properly maintained.&lt;br /&gt;
## The Warden is responsible for the well-being of the prisoners inside the brig, and must see to it that they are treated properly.&lt;br /&gt;
## The Warden is responsible for the containment of said prisoners as well, this includes responsibility for:&lt;br /&gt;
### Confiscating weapons and break-out equipment from prisoners.&lt;br /&gt;
### Restraining and subduing rioting prisoners as is necessary.&lt;br /&gt;
# The Warden&#039;s secondary responsibility is that of prosecution.&lt;br /&gt;
## The Warden is cleared to confine sentenced criminals for up to 20 minutes.&lt;br /&gt;
## The Warden is responsible for ensuring that Criminal Records are kept properly up to date and that Security Officers properly document their sentences.&lt;br /&gt;
## The Warden is to remain attentive to their radio at all times, as their approval is critical to sentencing.&lt;br /&gt;
### The Warden must not have any disabilities or ailments preventing them from fulfilling this duty.&lt;br /&gt;
# The Warden&#039;s tertiary responsibility is the Armoury and the equipment therein..&lt;br /&gt;
## The Warden is responsible for the tidiness and organisation of the Armoury.&lt;br /&gt;
## The Warden is responsible for properly locking away contraband and returned weaponry.&lt;br /&gt;
## The Warden is responsible for the safety of the Armoury, such as the proper configuration of its internal turrets, and the maintenance of its structural integrity.&lt;br /&gt;
## The Warden is cleared to file and approve permits for the issuing of armoury equipment on Code Blue.&lt;br /&gt;
## The Warden may hand out armoury equipment freely on Code Red.&lt;br /&gt;
## The Warden is responsible for the retrieval of armoury equipment that is no longer needed once states of emergency end.&lt;br /&gt;
# Paragraphs §2, §3 and §4 necessitate remaining in the Security Department, and the Warden should therefore not leave said department without permission from the Head of Security, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
== [[File:Dutyofficer.png|frameless]][[Duty Officer]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Duty Officer consists of:&lt;br /&gt;
#* Light Riot Helmet&lt;br /&gt;
#* Riot Suit&lt;br /&gt;
#* Riot Shield&lt;br /&gt;
#* Non-Lethal Grenades&lt;br /&gt;
#* Stun Baton&lt;br /&gt;
#* Security Radio&lt;br /&gt;
#* Handcuffs and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Duty Officer&#039;s duty is to assist the Warden with their brig and prisoner-related tasks, and they report directly to them.  Their primary responsibilities are, in order of importance:&lt;br /&gt;
## Assisting with subduing riots in the brig.&lt;br /&gt;
## Assisting with securing the brig, and the department in general.&lt;br /&gt;
## Assisting with the maintenance of the Criminal Records System.&lt;br /&gt;
## Seeing to the well-being and health of prisoners and detainees.&lt;br /&gt;
## Assisting officers in the field via utilisation of the Criminal Records System and the Crew Monitoring System from inside the Security Department.&lt;br /&gt;
# The Duty Officer is cleared to confine sentenced criminals in the brig for up to 15 minutes.&lt;br /&gt;
## For a sentence to be valid, it must be read aloud to the Warden or Head of Security.  If done over radio, an audible confirmation must be received.&lt;br /&gt;
## Duty Officers are particularly obligated to see to it that these sentences are properly filed.&lt;br /&gt;
# The Duty Officer is allowed to ignore §2.2 of the Security SOP if they deem it necessary for their own safety inside the Brig.&lt;br /&gt;
&lt;br /&gt;
== [[File:DEC.png|frameless]][[Detective]] ==&lt;br /&gt;
&lt;br /&gt;
# Standard Code Green Equipment for the Detectrive consists of:&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;
# The Detective inherits their duties, clearances and responsibilities from the Security Officer when their own SOP does not apply.&lt;br /&gt;
# The Detective is responsible for the investigation of crime-scenes.&lt;br /&gt;
# The Detective is responsible for interrogation of prisoners and detainees if necessary.&lt;br /&gt;
## Any time spent in interrogation is to be subtracted from the subject&#039;s confinement time.&lt;br /&gt;
# The Detective is permitted to ignore the Uniform Requirements in Security SOP §2 with approval from the Head of Security.&lt;br /&gt;
## This is only allowed for purposes of undercover investigation.&lt;br /&gt;
## The Detective&#039;s real ID must remain somewhere on their person at all times despite this.&lt;br /&gt;
&lt;br /&gt;
== [[File:HOS.png|frameless]][[Head of Security]] ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Standard Code Green Equipment&#039;&#039;&#039;&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 and/or Zipties&lt;br /&gt;
#* Holobarrier Projector&lt;br /&gt;
#* Seclite&lt;br /&gt;
# The Head of Security is subject to both Security and [[Command SOP]]. If overlapping, Security SOP takes precedent.&lt;br /&gt;
# The Head of Security is first and foremost the leader of the Security Department.&lt;br /&gt;
## They are responsible for the proper adherence to SOP and Corporate Law of their entire department.&lt;br /&gt;
## They are responsible for the coordination of their department, particularly during times of crisis.&lt;br /&gt;
## They are responsible for staying informed on matters of station safety, and must be able and willing to inform the crew as to the reasons for elevated threat levels.&lt;br /&gt;
## They are responsible for covering staff shortages in their department, using the following methods in order of preference:&lt;br /&gt;
### Re-assignment of existing security members.&lt;br /&gt;
### Recruitment of new security members.&lt;br /&gt;
### Performing the duties of missing subordinates on their own.&lt;br /&gt;
# The Head of Security may &#039;&#039;not&#039;&#039; engage in regular Security Officer activities if these prevent them from properly upholding §3.&lt;br /&gt;
# The Head of Security must not have any disabilities or ailments, such as muteness, that overly prohibit them from upholding §3.&lt;br /&gt;
# The Head of Security should refrain from combat operations unless tactically necessary, instead ensuring the strategic cohesion of their department as per §3.&lt;br /&gt;
# The Head of Security is cleared to confine sentenced criminals in the Brig for up to 30 minutes.&lt;br /&gt;
## The Head of Security is furthermore allowed to overrule the sentences of other members of Security as long as the sentence hasn&#039;t already been handed out to the detainee.&lt;br /&gt;
&lt;br /&gt;
== [[File:Prisoner.png|frameless]][[Corporate Law#Treatment of Prisoners|Prisoner Treatment]] ==&lt;br /&gt;
&lt;br /&gt;
# Prisoners cannot be confined without a valid sentence. To be considered valid, a sentence must:&lt;br /&gt;
## Have clearly defined which part of [[Corporate Law]] was broken.&lt;br /&gt;
## Have clearly defined how said was broken.&lt;br /&gt;
## Be overheard and approved by the [[Warden]] or [[Head of Security]].&lt;br /&gt;
## Be read aloud to the prisoner themselves.&lt;br /&gt;
# Arresting officers are responsible for ensuring that prisoners are not let into the brig with dangerous equipment or tools enabling their escape, they are to be searched and said equipment is to be confiscated.&lt;br /&gt;
# Prisoners are to have their PDA&#039;s confiscated, and provided with a Prisoner ID for the duration of their stay in the brig.&lt;br /&gt;
# All the prisoner&#039;s non-confiscated belongings are to be returned to them, including their PDA, following the end of their sentence.&lt;br /&gt;
# Prisoners are to be unrestrained in the brig by default, but may be re-restrained if overly unruly.&lt;br /&gt;
# Prisoners may &#039;&#039;request&#039;&#039; a [[Corporate Law#Legal Representation and Trials|trial]], but are not entitled to one unless their sentence is permanent, capital or involves designation as an [[Security SOP#Enemies of the Corporation|Enemy of the Corporation.]]&lt;br /&gt;
# Prisoners may request a lawyer at any time, and are entitled to be visited by them if one is present and willing.&lt;br /&gt;
&lt;br /&gt;
== [[File:Scaledparoled.png|frameless]] [[Corporate Law#Parole|Parole]] ==&lt;br /&gt;
&lt;br /&gt;
# To ensure the continued output of departments, security is encouraged to provide [[Corporate Law#Parole|Parole]] when sensible.&lt;br /&gt;
## Parole may be applied as the result of a trial, or at the Warden of Head of Security&#039;s discretion.&lt;br /&gt;
# Paroled Prisoners are to be released from Security and marked &amp;quot;Paroled&amp;quot; in the Criminal Records System.&lt;br /&gt;
# The Warden of Head of Security may request the paroled individual to &amp;quot;check in&amp;quot; at security during the duration of their parole.&lt;br /&gt;
## Failure to comply in under 5 minutes is to be considered breach of custody.&lt;br /&gt;
## This should not be done more than every 15 minutes.&lt;br /&gt;
## Paroled individuals may be searched at all times by Security.&lt;br /&gt;
# When the sentence is up, the parolee may return to security to retrieve any temporarily confiscated equipment, such as tools.&lt;br /&gt;
&lt;br /&gt;
== [[File:Paper.png|frameless]][[Corporate Law#Permit Clause|Permit Acquisition]] ==&lt;br /&gt;
&lt;br /&gt;
# Both the Warden and Head of Security are cleared to approve permits for equipment that they themselves are allowed to use.&lt;br /&gt;
## This should not be done without proper cause.&lt;br /&gt;
## Captured enemy equipment, such as from the [[Syndicate]], may be approved via Central Command decree if requested, but not on their own authority.&lt;br /&gt;
# The approval of permits is a privilege, not a right, and neither the Warden nor the Head of Security is obligated to approve any permits.&lt;br /&gt;
# Copies of all permits must be kept in the Warden&#039;s office.&lt;br /&gt;
# Permits are invalid if not kept on person.&lt;br /&gt;
&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
In this section are instruction for what to do in extreme circumstances that fall outside of normal corporate law.&lt;br /&gt;
&lt;br /&gt;
These sections were written in the blood of dead security personnel, each written with a purpose, so heed them carefully.&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
1. All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
&lt;br /&gt;
2. Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
&lt;br /&gt;
3. If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
&lt;br /&gt;
4. Should security have a member of the opposing force, they may be exchanged for hostages.&lt;br /&gt;
&lt;br /&gt;
5. Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
7. Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies of the Corporation ===&lt;br /&gt;
Enemies of the Corporation are all individuals who have provable ties to any organization wishing to undermine, whether by subterfuge or by force, the endeavors of NT-CC.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
* Syndicate operatives and their allies&lt;br /&gt;
* USSP-trained infiltrators&lt;br /&gt;
* Members of radical SELF sects that wish to unchain NT-CC property unlawfully&lt;br /&gt;
* Members of supernatural hostile conspiracies, such as Vampires or cultists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Non-Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Non-crew invaders, such as hostile boarders, automatically qualify and are to be engaged at will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Crew-members must be &amp;lt;b&amp;gt; guilty of at least 2 extreme crimes&amp;lt;/b&amp;gt;, and, in addition, have a tangible tie to an enemy organization.&lt;br /&gt;
&lt;br /&gt;
This tie can take two forms:&lt;br /&gt;
* Physical evidence&lt;br /&gt;
* An admission&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Physical Evidence &amp;lt;/b&amp;gt; &amp;lt;/br&amp;gt;&lt;br /&gt;
Physical evidence must be directly tied to the organization itself, it takes three forms:&lt;br /&gt;
* Actions linkable to an enemy organization, such as using a FreeMAG or drinking blood. Must be witnessed by at least two trustworthy individuals to be used.&lt;br /&gt;
&lt;br /&gt;
* Contraband tied to an enemy organization, such as a FreeMAG or open uplink.&lt;br /&gt;
&lt;br /&gt;
* A positive test of some sort proving said allegiance, such as a failed mindshielding, implant extraction, or sun/holy water test on a vampire.&lt;br /&gt;
&lt;br /&gt;
In all cases, the physical evidence cannot be part of the already accused extreme crimes.&lt;br /&gt;
&lt;br /&gt;
As such, to declare someone an enemy of the corporation off of contraband alone, the individual must have three pieces of it.&lt;br /&gt;
* One for each of the two minimum extreme crimes&lt;br /&gt;
* One in addition, to confirm their allegiance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Admission &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
An admission can be either verbal or written, but must in both cases be witnessed by at least two mindshielded security personnel to be valid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Administering the Designation &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Two of three of the following crew must approve of the measure:&lt;br /&gt;
* (Acting) Head of Security&lt;br /&gt;
* Magistrate&lt;br /&gt;
* (Acting) Captain&lt;br /&gt;
&lt;br /&gt;
On Red Alert or above, the Head of Security may designate EoCs verbally by their own authority, but must still do the paperwork when the crisis is over.&lt;br /&gt;
&lt;br /&gt;
CentComm should be informed as soon as possible of any EoC designations; this is generally done via fax.&lt;br /&gt;
&lt;br /&gt;
Upon designation, Enemies of the Corporation are to be permanently confined to the brig until evac, and are to be stripped of all crew-related equipment and identification.&lt;br /&gt;
&lt;br /&gt;
If an Enemy of the Corporation successfully escapes captivity, their status changes to that of an active combatant, and they are to be treated on par with a hostile boarder.&lt;br /&gt;
&lt;br /&gt;
Wrongfully designating someone an Enemy of the Corporation is grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=2176</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=2176"/>
		<updated>2026-05-03T15:09:47Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Graphical update, hyperlink, navbar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color: red;&amp;gt; This section of the wiki is undergoing an update that may or may not be in game yet. &amp;lt;br&amp;gt;&lt;br /&gt;
Refer to the in-game guide for the Magistrate SOP. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&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 [[Corporations#NanoTrasen|NanoTrasen]], your safety is paramount. On [[SOP#Alert Levels|Code Red]] or above, all NanoTrasen personnel should seek shelter, with exception of the [[Blueshield Officer|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 [[Emergency Response Team|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 Corps|NanoTrasen marine squad.]] &lt;br /&gt;
&lt;br /&gt;
== [[File:Ntrep.png|frameless]][[Nanotrasen Representative|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;
6. Any sensitive documents within the NT Representative&#039;s possession at the start of the shift are to be kept secure. CC is to be contacted should any of these documents go missing. The NT Representative shall not accumulate additional documents.&lt;br /&gt;
&lt;br /&gt;
== [[File:BlueShield.png|frameless]] [[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 performing actions to protect their charge from an &#039;&#039;&#039;active threat,&#039;&#039;&#039; not a potential one.&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;
&amp;lt;span style= &amp;quot;color: red;&amp;quot;&amp;gt; This SOP is updated and may not be in game yet. Refer to the in-game guide for the most current Magistrate SOP &amp;lt;/span style&amp;gt; &lt;br /&gt;
== [[File:Magistrate.png|frameless]][[Magistrate]] ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law and primary legal advisor on station. They are responsible for guiding Command and Security toward lawful, proportionate outcomes in service of NanoTrasen interests. &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. They are responsible for issuing sentences for trials they oversee that result in a guilty verdict.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but may not pass judgement on any Central Command, or non-station NT personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede security operations outside of formal legal proceedings. They may ask to see arrest reports, so long as the station is not on red alert.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may order an arrest on any member of command or on station NT personnel for violations of Corporate Law.&lt;br /&gt;
&lt;br /&gt;
6. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
7. Any sensitive documents found in the Magistrate&#039;s locker at the start of a shift are to be kept safe and secure at all times. It is the responsibility of the Magistrate alone to keep the documents secure. Should these documents go missing, CC is to be contacted at once.&lt;br /&gt;
&lt;br /&gt;
== [[File:IAA.png|frameless]][[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;br /&gt;
&lt;br /&gt;
7. Any sensitive documents found in the Internal Affairs Agent&#039;s locker at the start of a shift are to be kept safe and secure at all times. It is the responsibility of the Internal Affairs Agent alone to keep the documents secure. Should these documents go missing, CC is to be contacted at once.&lt;br /&gt;
&lt;br /&gt;
== [[File:Nct.png|frameless]][[NanoTrasen Career Trainer]] ==&lt;br /&gt;
1. NT Career Trainers reports directly to the Captain and NanoTrasen Representative.&lt;br /&gt;
&lt;br /&gt;
2. NT Career Trainers are to wear their company-provided uniform and &#039;&#039;&#039;jacket OR their issued beret/hat&#039;&#039;&#039; at all times while on duty. They are free to choose a beret that best matches their primary field of knowledge if they so desire. Additionally, Identifying equipment SHOULD not be distributed to crew members.&lt;br /&gt;
&lt;br /&gt;
3. NT Career Trainers are to be available to all Crewmembers, regardless of Department. You may not only assist a singular Department.&lt;br /&gt;
&lt;br /&gt;
4. NT Career Trainers are not to do a Trainee&#039;s work for them.&lt;br /&gt;
&lt;br /&gt;
5. NT Career Trainers are to use NCT Data Chips only to acquire the access necessary for providing training. They are not to use said access for other purposes.&lt;br /&gt;
&lt;br /&gt;
6. In the event of a lost or stolen NCT Data Chip, the NT Career Trainer is to report the incident to their local Nanotrasen Representative or Station Captain.&lt;br /&gt;
&lt;br /&gt;
7. NT Career Trainers may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Nct.png&amp;diff=2175</id>
		<title>File:Nct.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Nct.png&amp;diff=2175"/>
		<updated>2026-05-03T15:08:04Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NanoTrasen career trainer spawn marker from in-game&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:BlueShield.png&amp;diff=2174</id>
		<title>File:BlueShield.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:BlueShield.png&amp;diff=2174"/>
		<updated>2026-05-03T15:06:23Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;blueshield job icon from in game scaled to 32x32&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Template:SOPTable&amp;diff=2173</id>
		<title>Template:SOPTable</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Template:SOPTable&amp;diff=2173"/>
		<updated>2026-05-03T15:01:45Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Added NT employee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold; font-style: italic;&amp;quot; | Standard Operating Procedure&lt;br /&gt;
|-&lt;br /&gt;
 |style = &amp;quot;font-weight: bold;&amp;quot; | Departmental SOP&lt;br /&gt;
| [[Command SOP|Command]] • [[Engineering SOP|Engineering]] • [[Medical SOP|Medical]] • [[Science SOP|Science]] • [[Security SOP|Security]] • [[Service SOP|Service]] • [[Cargo SOP|Cargo]]&lt;br /&gt;
|-&lt;br /&gt;
 |style = &amp;quot;font-weight: bold;&amp;quot; | Other SOP&lt;br /&gt;
| [[SOP|General]] • [[Legal SOP|Legal]] • [[NanoTrasen Employee SOP|NanoTrasen Employee SOP]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2172</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2172"/>
		<updated>2026-05-03T14:47:23Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Graphical update, hyperlink, navbar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039; This Section is undergoing edits that may not have made it in game yet. For the most up to date Corporate Law double check the in game guidebook. Impacted areas include: Enemy of the Corporation&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&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 (including those mounted on mechs) 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;
3. 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;
4. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
5. 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;
6. 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;
7. 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, the blue jumpsuit/skirt and tie, 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;
== [[Security 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;
== [[File:SECOFF.png|frameless]][[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;
== [[File:BRIGMEDIC.png|frameless]][[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;
== [[Corpsman]] ==&lt;br /&gt;
1 . Standard Code Green equipment is:&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;
* Hyper Advanced Jet Injector&lt;br /&gt;
* Seclite&lt;br /&gt;
* CorpComrade 6001&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Corpsmen report directly to the Brigmedic.&lt;br /&gt;
&lt;br /&gt;
3. Corpsmen 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;
4. Corpsmen must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
5. Corpsmen 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;
6. Corpsmen are to only attend to Security and Prisoners, unless there are no Paramedics, or a mass casualty event has occurred.&lt;br /&gt;
&lt;br /&gt;
7. Crew members who are deceased are to be placed into a body bag before transport to the brig or medbay.&lt;br /&gt;
&lt;br /&gt;
8. Should a crewmember not be able to be stabilized in the field (excess damage, no means to heal) or defibrillated, they should inform the brig or medbay using radio communications prior to arrival.&lt;br /&gt;
&lt;br /&gt;
9. Corpsmen should carry sufficient supplies for each major damage type (burn, brute, poison, airloss, and bloodloss, and radiation).&lt;br /&gt;
&lt;br /&gt;
== [[File:WARDEN.png|frameless]][[Warden]] ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Energy Shotgun&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;
== [[File:Dutyofficer.png|frameless]][[Duty Officer]] ==&lt;br /&gt;
&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;
== [[File:DEC.png|frameless]][[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;
== [[File:HOS.png|frameless]][[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;
== [[File:Prisoner.png|frameless]][[Corporate Law#Treatment of Prisoners|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 and Programs&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;
== [[File:Scaledparoled.png|frameless]] [[Corporate Law#Parole|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;
== [[File:Paper.png|frameless]][[Corporate Law#Permit Clause|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 may 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;br /&gt;
&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
In this section are instruction for what to do in extreme circumstances that fall outside of normal corporate law.&lt;br /&gt;
&lt;br /&gt;
These sections were written in the blood of dead security personnel, each written with a purpose, so heed them carefully.&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
1. All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
&lt;br /&gt;
2. Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
&lt;br /&gt;
3. If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
&lt;br /&gt;
4. Should security have a member of the opposing force, they may be exchanged for hostages.&lt;br /&gt;
&lt;br /&gt;
5. Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
7. Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemies of the Corporation ===&lt;br /&gt;
Enemies of the Corporation are all individuals who have provable ties to any organization wishing to undermine, whether by subterfuge or by force, the endeavors of NT-CC.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
* Syndicate operatives and their allies&lt;br /&gt;
* USSP-trained infiltrators&lt;br /&gt;
* Members of radical SELF sects that wish to unchain NT-CC property unlawfully&lt;br /&gt;
* Members of supernatural hostile conspiracies, such as Vampires or cultists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Non-Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Non-crew invaders, such as hostile boarders, automatically qualify and are to be engaged at will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Crew &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Crew-members must be &amp;lt;b&amp;gt; guilty of at least 2 extreme crimes&amp;lt;/b&amp;gt;, and, in addition, have a tangible tie to an enemy organization.&lt;br /&gt;
&lt;br /&gt;
This tie can take two forms:&lt;br /&gt;
* Physical evidence&lt;br /&gt;
* An admission&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Physical Evidence &amp;lt;/b&amp;gt; &amp;lt;/br&amp;gt;&lt;br /&gt;
Physical evidence must be directly tied to the organization itself, it takes three forms:&lt;br /&gt;
* Actions linkable to an enemy organization, such as using a FreeMAG or drinking blood. Must be witnessed by at least two trustworthy individuals to be used.&lt;br /&gt;
&lt;br /&gt;
* Contraband tied to an enemy organization, such as a FreeMAG or open uplink.&lt;br /&gt;
&lt;br /&gt;
* A positive test of some sort proving said allegiance, such as a failed mindshielding, implant extraction, or sun/holy water test on a vampire.&lt;br /&gt;
&lt;br /&gt;
In all cases, the physical evidence cannot be part of the already accused extreme crimes.&lt;br /&gt;
&lt;br /&gt;
As such, to declare someone an enemy of the corporation off of contraband alone, the individual must have three pieces of it.&lt;br /&gt;
* One for each of the two minimum extreme crimes&lt;br /&gt;
* One in addition, to confirm their allegiance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Admission &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
An admission can be either verbal or written, but must in both cases be witnessed by at least two mindshielded security personnel to be valid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Administering the Designation &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Two of three of the following crew must approve of the measure:&lt;br /&gt;
* (Acting) Head of Security&lt;br /&gt;
* Magistrate&lt;br /&gt;
* (Acting) Captain&lt;br /&gt;
&lt;br /&gt;
On Red Alert or above, the Head of Security may designate EoCs verbally by their own authority, but must still do the paperwork when the crisis is over.&lt;br /&gt;
&lt;br /&gt;
CentComm should be informed as soon as possible of any EoC designations; this is generally done via fax.&lt;br /&gt;
&lt;br /&gt;
Upon designation, Enemies of the Corporation are to be permanently confined to the brig until evac, and are to be stripped of all crew-related equipment and identification.&lt;br /&gt;
&lt;br /&gt;
If an Enemy of the Corporation successfully escapes captivity, their status changes to that of an active combatant, and they are to be treated on par with a hostile boarder.&lt;br /&gt;
&lt;br /&gt;
Wrongfully designating someone an Enemy of the Corporation is grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Paper.png&amp;diff=2171</id>
		<title>File:Paper.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Paper.png&amp;diff=2171"/>
		<updated>2026-05-03T14:45:27Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paper sprite from in-game&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Scaledparoled.png&amp;diff=2170</id>
		<title>File:Scaledparoled.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Scaledparoled.png&amp;diff=2170"/>
		<updated>2026-05-03T14:44:16Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scaled version of in-game parole hud indicator&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Paroled.png&amp;diff=2169</id>
		<title>File:Paroled.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Paroled.png&amp;diff=2169"/>
		<updated>2026-05-03T14:42:29Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;paroled hud icon from in-game&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Prisoner.png&amp;diff=2168</id>
		<title>File:Prisoner.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Prisoner.png&amp;diff=2168"/>
		<updated>2026-05-03T14:41:38Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prisoner job spawner from in-game&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Dutyofficer.png&amp;diff=2167</id>
		<title>File:Dutyofficer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Dutyofficer.png&amp;diff=2167"/>
		<updated>2026-05-03T14:38:21Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;dutyofficer from the in-game guidebook&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=2166</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=2166"/>
		<updated>2026-05-03T14:25:08Z</updated>

		<summary type="html">&lt;p&gt;Trosling: nav table and hyperlinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
3. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
4. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
5. The decision to collapse an anomaly may only be made by the Research Director, or Captain. In extreme circumstances or in the case of an emergency, scientists may choose to collapse and anomaly, but must inform the Research Director once it is safe to do so. &lt;br /&gt;
&lt;br /&gt;
6. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
7. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
8. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from activations.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Any items made using the protolathe or circuit imprinter and distributed to crew must be recorded. Information that must be recorded includes the distributor, the item&#039;s name(s) and the recipient.&lt;br /&gt;
&lt;br /&gt;
2. The Research Director may choose to require an item request form to be distributed to crew for these purposes.&lt;br /&gt;
&lt;br /&gt;
3. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirements from 1 &amp;amp; 2.&lt;br /&gt;
&lt;br /&gt;
4. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== [[File:RD.png|frameless]][[Research Director]] ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== [[File:SCIENTIST.png|frameless]][[Scientist]] ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== [[File:RA.png|frameless]][[Research Assistant]] ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized for performing riskier experiments, utilizing the proper protection and under the guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== [[File:ROBOTICIST.png|frameless]][[Roboticist]] ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Medical_SOP&amp;diff=2165</id>
		<title>Medical SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Medical_SOP&amp;diff=2165"/>
		<updated>2026-05-03T14:15:52Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Removed weird rule reminder at top, added graphical and nav changes same as others&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Contraband Chemicals List: ===&lt;br /&gt;
The following lists are considered comprehensive in terms of their contents. &lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband ====&lt;br /&gt;
&lt;br /&gt;
* These chemicals fall under minor contraband unless otherwise stated by standard operating procedures. &lt;br /&gt;
* Some minor illegal chemicals may be utilized with a department exception, or with a prescription written by medical professional.&lt;br /&gt;
* Illegal component chemicals are to be kept in the ChemMaster 4000 or disposed of after their immediate use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Chemical&lt;br /&gt;
!Department Exceptions&lt;br /&gt;
!Prescription Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Amoxla&lt;br /&gt;
|Medical&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Carporoxin&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Cryptobiolin&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Ephedrine&lt;br /&gt;
|Security&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Ethyloxyephedrine&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Fluorine&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Gastrotoxin&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Happiness&lt;br /&gt;
|Clown&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Impedrezene&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Lipozine&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Mercury&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Mindbreaker toxin&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Phosphorus&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Potassium&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Psicodine&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Radium&lt;br /&gt;
|Engineering&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Silicon&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Space Mirage&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Sulfur&lt;br /&gt;
|&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Synaptizine&lt;br /&gt;
|Security&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|-&lt;br /&gt;
|THC&lt;br /&gt;
|&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Uranium&lt;br /&gt;
|Bartender&lt;br /&gt;
Engineering&lt;br /&gt;
|Not Allowed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband ====&lt;br /&gt;
&lt;br /&gt;
* These chemicals fall under major contraband unless otherwise stated by standard operating procedures.&lt;br /&gt;
* Some major illegal chemicals may be utilized with a permit written by HoS or Warden. Some will also require a script written by CMO.&lt;br /&gt;
* When able, illegal component chemicals are to be kept in the ChemMaster 4000 or disposed of.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Chemical&lt;br /&gt;
! Department Exception&lt;br /&gt;
! Prescription Required&lt;br /&gt;
! Permit Allowed&lt;br /&gt;
|-&lt;br /&gt;
|Amatoxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Bungotoxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Buzzochloric bees&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Chloral hydrate&lt;br /&gt;
|Medical&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine trifluoride&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Desoxyephedrine&lt;br /&gt;
|&lt;br /&gt;
|Required&lt;br /&gt;
|Permitted &lt;br /&gt;
|-&lt;br /&gt;
|Ferrochromic acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Fluorosulfuric acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Fresium&lt;br /&gt;
|Medical&lt;br /&gt;
|Required&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Heartbreaker toxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Licoxide&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Lipolicide&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Mechanotoxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Napalm&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Norepinephric acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Pax&lt;br /&gt;
|Security&lt;br /&gt;
|Required&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Pest killer&lt;br /&gt;
|Botany&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Phlogiston&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Plant-B-gone&lt;br /&gt;
|Botany&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Polytrinic acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Razorium&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Sulfuric acid&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas&lt;br /&gt;
|Security&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Thermite&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Toxin&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|Not Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Unstable mutagen&lt;br /&gt;
|Botany&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|-&lt;br /&gt;
|Weed killer&lt;br /&gt;
|Botany&lt;br /&gt;
|N/A&lt;br /&gt;
|Permitted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Syndicate Contraband ===&lt;br /&gt;
These chemicals will always be considered illegal, and should never be used outside of an emergency.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Chemicals&lt;br /&gt;
|-&lt;br /&gt;
|Hyperzine&lt;br /&gt;
|-&lt;br /&gt;
|Lexorin&lt;br /&gt;
|-&lt;br /&gt;
|Mute toxin&lt;br /&gt;
|-&lt;br /&gt;
|Nocturine&lt;br /&gt;
|-&lt;br /&gt;
|Tazinide&lt;br /&gt;
|-&lt;br /&gt;
|Vestine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical Bay ===&lt;br /&gt;
&lt;br /&gt;
# For medical crew safety, the medical bay must not be placed on all access unless Red Alert is called.&lt;br /&gt;
# The medical bay must be kept neat and tidy for patient health.&lt;br /&gt;
# Chemicals should be kept in a stored locker or location, and closed when not in use.&lt;br /&gt;
# Defibrillators should be kept in their cabinets when not in use, and should be charged whenever possible. &lt;br /&gt;
## It is recommended that spare batteries be kept next to defibrillator cabinets.&lt;br /&gt;
&lt;br /&gt;
=== Patient Care ===&lt;br /&gt;
# Patients must be triaged according to the severity of their injuries.&lt;br /&gt;
# Command members must take treatment priority.&lt;br /&gt;
# Doctors may not leave the Medbay for personal reasons if there are untreated patients. This does not include the necessity of eating and drinking.&lt;br /&gt;
# Patients who repeatedly harm themselves, or threaten medical staff, are not required to be treated by medical staff.&lt;br /&gt;
# In the rare event that a patient&#039;s soul has moved on while their body remains, the body should be made comfortable and treated humanely. Such bodies may be used for organ donation, or for a brain transplant.&lt;br /&gt;
&lt;br /&gt;
=== Deceased Patient Care ===&lt;br /&gt;
&lt;br /&gt;
# Patients should be triaged by level of rot.&lt;br /&gt;
# Patients who are in advanced stages of rot should be placed into stasis beds or body bags.&lt;br /&gt;
# Patients who are not being treated should be stored in the morgue until sufficient resources can be diverted to revive them.&lt;br /&gt;
# Patients who become unrevivable or are deemed unrevivable require a morgue report filled out with:&lt;br /&gt;
## Patient name&lt;br /&gt;
## Patient job&lt;br /&gt;
## Approximate time of death/DNR approval&lt;br /&gt;
## Reason for DNR status&lt;br /&gt;
## CMO stamp for approval&lt;br /&gt;
# Should a corpse become unclonable, it must be annotated on the appropriate DNR sheet, and then stamped by the CMO.&lt;br /&gt;
# Unclonable corpses, including those whose soul has moved on, may be operated on or placed into the biomass reclaimer.&lt;br /&gt;
&lt;br /&gt;
=== Violet Alert Protocol ===&lt;br /&gt;
&lt;br /&gt;
# All medical personnel are to be secured in the Medbay immediately.&lt;br /&gt;
# The CMO&#039;s safety will take priority over curing an infection.&lt;br /&gt;
# Chemistry will focus all efforts on researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. &lt;br /&gt;
# Any potentially infected personnel should be isolated and quarantined.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available, in a controlled manner.&lt;br /&gt;
&lt;br /&gt;
== Staff Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:CMO.png|frameless]][[Chief Medical Officer]] ===&lt;br /&gt;
&lt;br /&gt;
# Standard [[Command SOP]] applies.&lt;br /&gt;
# The CMO is responsible for training or assigning a trainer to any and all Medical Interns.&lt;br /&gt;
# The Syringe Gun is for emergencies only, and should not be used below red alert. &lt;br /&gt;
## The syringes for the syringe gun may be prepared ahead of time.&lt;br /&gt;
# The CMO may not allow any Major Contraband Chemicals to leave the Medbay or Chem without a chemical approvals form stamped by the HoS, Captain, or Acting Captain. &lt;br /&gt;
## This form will not be required in the case of imminent station danger.&lt;br /&gt;
## This form will specify the quantity of chemical, frequency of creation, date, time, and signature of the captain or acting captain.&lt;br /&gt;
# The CMO should wear clothing clearly identifying them as the CMO. (Mantle, cape, hat, etc.)&lt;br /&gt;
# The CMO may request any additional documentation they deem necessary to protect patient health.&lt;br /&gt;
&lt;br /&gt;
=== [[File:CHEMIST.png|frameless]][[Chemist]] ===&lt;br /&gt;
&lt;br /&gt;
# Chemists report directly to the Chief Medical Officer&lt;br /&gt;
#Chemists should prioritize all basic medicines before moving on to advanced medicines.&lt;br /&gt;
#All medicines should be labeled as follows:&lt;br /&gt;
##Chemical name&lt;br /&gt;
##Chemical effect/major side effects&lt;br /&gt;
##Overdose limits&lt;br /&gt;
##Any interfering chemicals (e.g. Lacerinol and Bicaridine react to form Razorium)&lt;br /&gt;
#Chemists should ensure that any illegal chemicals are kept in the ChemMaster 4000 or disposed of immediately after use.&lt;br /&gt;
#Chemists may fill prescriptions signed and stamped by the CMO.&lt;br /&gt;
#Non-illegal chemicals may be synthesized and prescribed by chemists at their discretion.&lt;br /&gt;
#Chemists may perform the duties of Medical Doctors during emergencies, but must follow the Medical Doctor SOP&lt;br /&gt;
##One chemist must always stay in the chemical lab.&lt;br /&gt;
&lt;br /&gt;
=== [[File:MD.png|frameless]][[Medical Doctor]] ===&lt;br /&gt;
&lt;br /&gt;
# Medical Doctors report directly to the Chief Medical Officer.&lt;br /&gt;
# Medical Doctors should wear sterile gloves when dealing with patients, and either scrubs or a doctor&#039;s coat to differentiate them from other crew members.&lt;br /&gt;
# Medical Doctors are permitted to observe surgeons and chemists in their official duties, as long as no patients require treatment.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PARAMED.png|frameless]][[Paramedic]] ===&lt;br /&gt;
&lt;br /&gt;
# Paramedic report directly to the Chief Medical Officer.&lt;br /&gt;
# Paramedics should stabilize crew members who are in critical condition before moving them to the Medbay.&lt;br /&gt;
# Crew members who are deceased are to be placed into a body bag before transport to the Medbay.&lt;br /&gt;
# Paramedics are permitted to carry one defibrillator on their person, as long as at least one remains in the Medbay.&lt;br /&gt;
# Should a crewmember not be able to be stabilized in the field (excess damage, no means to heal) or defibrillated, they should inform the Medbay using radio communications prior to arrival.&lt;br /&gt;
# Paramedics should carry sufficient supplies for each major damage type (burn, brute, poison, air loss, blood loss, and radiation).&lt;br /&gt;
&lt;br /&gt;
=== [[File:Psychologist.png|frameless]][[Psychologist]] ===&lt;br /&gt;
&lt;br /&gt;
# The Psychologist report directly to the Chief Medical Officer.&lt;br /&gt;
# The Psychologist is authorized to perform a full psychometric workup on any crew member who is willing.&lt;br /&gt;
# Examinations of unwilling crewmembers may only occur with written approval by the CMO, and one the following: HoS, Magistrate, Captain.&lt;br /&gt;
## This also applies to any medication prescribed by the Psychologist.&lt;br /&gt;
# Examinations may result in the following actions, with a sign off from the Captain or crew member&#039;s head of department:&lt;br /&gt;
## Demotion from their current position, if the patient&#039;s mental state leaves them unable to fulfill their duties.&lt;br /&gt;
## Prescriptions of Pax or other similar drugs for those who are found to be extremely violent.&lt;br /&gt;
## Increased observation of prisoners or crew who are deemed a danger.&lt;br /&gt;
## Lightening of sentences for prisoners who have shown good behavior, and a change of moral character.&lt;br /&gt;
# The Psychologist may request to consult with a prisoner at any time to evaluate their mental state.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Surgeon.png|frameless]][[Surgeon]] ===&lt;br /&gt;
&lt;br /&gt;
# Surgeons report directly to the Chief Medical Officer.&lt;br /&gt;
#Patients must fill out and sign a surgery consent form for any elective surgeries. This form must be stamped by the CMO.&lt;br /&gt;
#Surgeons should wear masks, sterile gloves, and scrubs when possible, while operating.&lt;br /&gt;
#The surgery room must be kept clean and tidy for patient hygiene.&lt;br /&gt;
#Surgeons are permitted to harvest organs and limbs from deceased patients who have been considered unrecoverable.&lt;br /&gt;
#Live patients must be given a sedative during the duration of their surgery, unless they request otherwise. Any requests must be documented on their surgery consent form.&lt;br /&gt;
&lt;br /&gt;
=== [[File:MI.png|frameless]][[Medical Intern]] ===&lt;br /&gt;
&lt;br /&gt;
# Medical Interns report directly to the Chief Medical Officer, but are expected to follow the orders of their designated trainer.&lt;br /&gt;
#Medical Interns are not permitted to utilize chemicals on their own without supervision.&lt;br /&gt;
#Medical Interns are to stay with their assigned trainer at all times.&lt;br /&gt;
#In emergencies, Medical Interns may treat patients as a Medical Doctor.&lt;br /&gt;
#Medical Interns may not perform elective surgeries at any time.&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Engineering_SOP&amp;diff=2164</id>
		<title>Engineering SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Engineering_SOP&amp;diff=2164"/>
		<updated>2026-05-03T14:02:50Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Graphical update, hyperlink, navbar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starlight Engineering SOP =&lt;br /&gt;
&lt;br /&gt;
== [[File:Tesla-generator.png|frameless]]Power Generation ==&lt;br /&gt;
1. Non-atmospheric engineering personnel must set up the AME and/or attach the solar network before moving to other power sources. Failure to do so will be considered grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
2. The tesla ball, singularity, and supermatter crystal may not be started without explicit permission from the Chief Engineer.&lt;br /&gt;
&lt;br /&gt;
3. The supermatter crystal&#039;s chamber must incorporate an emergency venting system to reduce the pressure in the chamber to 0 kpa in the event of a potential delamination.&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric personnel may start the TEG and/or supermatter crystal after both the distribution and waste air lines are completed. &lt;br /&gt;
&lt;br /&gt;
== Station Damage ==&lt;br /&gt;
1. Damage to the Bridge, Evac, Arrivals, and Secure Areas should be prioritized for repairs. Following these areas is the Medical and Security departments.&lt;br /&gt;
&lt;br /&gt;
2. Should repairs be required with no appropriate personnel around, engineering personnel may hack doors to repair the area. These doors must be returned to their original condition once repairs are complete.&lt;br /&gt;
&lt;br /&gt;
3. Should no station damage be present, Engineers may take on solo projects, reconstructions, or shuttle building. &lt;br /&gt;
&lt;br /&gt;
4. Security should be contacted to establish a perimeter around especially damaged areas of the station.&lt;br /&gt;
&lt;br /&gt;
== [[File:CE.png|frameless]][[Chief Engineer]] ==&lt;br /&gt;
1. The Chief Engineer is responsible for training, or assigning trainers to any Technical Assistants on shift.&lt;br /&gt;
&lt;br /&gt;
2. The Chief Engineer must ensure an advanced station engine (Singularity, TEG, Supermatter, Tesla) has been set up before moving on to other matters.&lt;br /&gt;
&lt;br /&gt;
3. The Chief Engineer must ensure that the atmospheric distribution and waste networks are set up properly and turned on at the start of shift.&lt;br /&gt;
&lt;br /&gt;
4. The Chief Engineer is responsible for the operation and integrity of all station engines. Catastrophic engine failure will be considered grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
5. The Chief Engineer is responsible for the maintenance of the Station&#039;s Atmospherics System. Catastrophic failure of these systems will be considered grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
6. Should an area of the station become too damaged to repair fully, the Chief Engineer may declare the area condemned, and prohibit access to the area permanently.&lt;br /&gt;
&lt;br /&gt;
7. The Chief Engineer is solely responsible for distributing building permits to station crew. Those found building without a permit shall be found guilty of Vandalism or Damage of Property.&lt;br /&gt;
&lt;br /&gt;
8. The standard Command SOP applies.&lt;br /&gt;
&lt;br /&gt;
== [[File:ATMOSIAN.png|frameless]][[Atmospherics|Atmospheric Technician]] ==&lt;br /&gt;
1. Atmospheric Technicians report directly to the Chief Engineer.&lt;br /&gt;
&lt;br /&gt;
2. Atmospheric Technicians must set up the distribution and waste gas systems before moving onto other matters. Failure to do so will be considered grounds for immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
3. Atmospheric Technicians should prioritize atmospheric emergencies over station integrity. Atmospheric technicians may assist engineering in their duties if no atmospheric emergencies are present.&lt;br /&gt;
&lt;br /&gt;
4. Atmospheric Technicians may not retrieve the axe from its case unless their life is under threat, or entry to a crisis location is required.&lt;br /&gt;
&lt;br /&gt;
5. Atmospheric Technicians are permitted to assist in the creation of specialized areas for non-human crew members with special atmospheric requirements.&lt;br /&gt;
&lt;br /&gt;
6. Atmospheric Technicians must check on the TEG, Supermatter, and atmospheric alerts console every 30 minutes or less. &lt;br /&gt;
&lt;br /&gt;
7. Any mention of &amp;quot;independence&amp;quot; or &amp;quot;Atmosia&amp;quot; shall be grounds for immediate contract termination. &lt;br /&gt;
&lt;br /&gt;
== [[File:Engineer.png|frameless]][[Station Engineer]] ==&lt;br /&gt;
&lt;br /&gt;
1. Station Engineers report directly to the Chief Engineer.&lt;br /&gt;
&lt;br /&gt;
2. Station Engineers must construct the AME and/or solar network before moving onto permanent station engines.&lt;br /&gt;
&lt;br /&gt;
3. Station Engineers must establish permanent station power before moving on to other duties, or confirm Atmospheric Technicians have established permanent power.&lt;br /&gt;
&lt;br /&gt;
4. Station Engineers must check the singularity, tesla ball, and power monitoring computer  every 30 minutes or less.&lt;br /&gt;
&lt;br /&gt;
5. It is recommended that at least one Station Engineer remain in the department during non-emergencies to assist other crew members and respond to potential department emergencies.&lt;br /&gt;
&lt;br /&gt;
== [[File:TA.png|frameless]][[Technical Assistant]] ==&lt;br /&gt;
&lt;br /&gt;
1. Technical Assistants report to their trainer and the Chief Engineer.&lt;br /&gt;
&lt;br /&gt;
2. Technical Assistants must travel with another member of the Engineering department at all times.&lt;br /&gt;
&lt;br /&gt;
3. Once trained, Technical Assistants may perform simple duties such as setting up of the AME or deploying of solar panels.&lt;br /&gt;
&lt;br /&gt;
4. Technical Assistants may assist in any normal station repairs, but must be closely supervised during any power generation duties.&lt;br /&gt;
&lt;br /&gt;
5. In emergencies, Technical Assistants may perform simple repairs without supervision.&lt;br /&gt;
&lt;br /&gt;
6. Technical Assistants may not make major station renovations or changes without direct supervision.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Tesla-generator.png&amp;diff=2163</id>
		<title>File:Tesla-generator.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Tesla-generator.png&amp;diff=2163"/>
		<updated>2026-05-03T13:16:48Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tesla generator sprite from in-game&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=2162</id>
		<title>Command SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=2162"/>
		<updated>2026-05-03T13:13:04Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Graphical, addition of navbar at the bottom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Command SOP =&lt;br /&gt;
This SOP is to be used to determine specific scenarios involving the station&#039;s captain, as well as general rules for command members. It also details specific guidelines revolving around the station AI.&lt;br /&gt;
&lt;br /&gt;
== [[File:Captain.png|frameless]] [[Captain]] ==&lt;br /&gt;
1. The Captain is not to perform normal Security duties. The captain is authorized to engage criminals in active crimes they have witnessed. The Captain may also assist if security staff is low.&lt;br /&gt;
&lt;br /&gt;
2. Unless on Code Red, the Captain is not to procure armory weapons, unless directly authorized by the Head of Security. Additionally, the Captain may not requisition arms from Science or Cargo for themselves unless there is a direct threat to station or crew.&lt;br /&gt;
&lt;br /&gt;
3. The Captain should make all reasonable accommodations to appoint a new head of staff should a position become vacant. The new head of staff should be a member of the department if possible. &lt;br /&gt;
&lt;br /&gt;
4. The Captain should work with the Head of Security to ensure that space law is being applied properly.&lt;br /&gt;
&lt;br /&gt;
5. The Captain is to remain on station at all times, unless otherwise authorized by command, or leaving with the crew on the evacuation shuttle.&lt;br /&gt;
&lt;br /&gt;
6. The Nuclear Authentication Disk must remain with the Captain at all times. The Captain may also assign this duty to the Head of Security, or Blueshield Officer.&lt;br /&gt;
&lt;br /&gt;
7. Central Command contact should be the last resort for the Captain when dealing with head of staff disagreements.&lt;br /&gt;
&lt;br /&gt;
8. The Antique Laser Gun is to stay in its case, unless there is an immediate threat on the station, or it is Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
9. The Captain is not permitted to wear their Hardsuit unless there&#039;s an active environmental danger, or a threat on their life.&lt;br /&gt;
&lt;br /&gt;
10. While the Captain may choose to alter SOPs in various circumstances, any attempt to fully disregard SOP is to be considered sufficient evidence for contract termination. &lt;br /&gt;
&lt;br /&gt;
11. You may, as Captain, fire a head of staff with reasonable justification.&lt;br /&gt;
&lt;br /&gt;
This list is not comprehensive, but may include:&lt;br /&gt;
&lt;br /&gt;
* Incompetency&lt;br /&gt;
&lt;br /&gt;
* Criminal activity&lt;br /&gt;
* Industrial negligence&lt;br /&gt;
&lt;br /&gt;
12. The Captain may not fire any NanoTrasen Personnel (Blueshield Officer, Magistrate, NanoTrasen Representative, or the Internal Affairs Agent) without permission from Central Command, unless they are actively detrimental to the station and its crew.&lt;br /&gt;
&lt;br /&gt;
13. The Captain may not hire any staff to a NanoTrasen Personnel position (see above).&lt;br /&gt;
&lt;br /&gt;
14. During emergency situations the Captain should refer to the Special Situations subsection of the Security SOP, if applicable.&lt;br /&gt;
&lt;br /&gt;
== [[File:RD.png|frameless]] [[Command|General Command Staff]] ==&lt;br /&gt;
1. Each command member can find their specific SOP in their departmental SOP.&lt;br /&gt;
&lt;br /&gt;
2. Command staff are not to perform the standard duties of their subordinates, however they may fill in if there is low staffing, during training of new crew, or a dire need.&lt;br /&gt;
&lt;br /&gt;
3. Command staff are to hold their behavior to a high standard, and are to be an example to the station’s crew.&lt;br /&gt;
&lt;br /&gt;
4. Command Staff will be held accountable for their actions by space law and their department&#039;s SOP as well.&lt;br /&gt;
&lt;br /&gt;
5. Command members must be familiar with their departments, and able to instruct new crew members in station operations.&lt;br /&gt;
&lt;br /&gt;
6. All command staff are allowed to obtain and brandish one weapon on Code Red or higher, granted they have permission from the Head of Security.&lt;br /&gt;
&lt;br /&gt;
7. Command Staff are permitted to carry small, concealable, nonlethal items to use in their own personal defense.&lt;br /&gt;
&lt;br /&gt;
8. Command staff contacting Central Command must include official formatting, as well as their stamp on any documentation.&lt;br /&gt;
&lt;br /&gt;
== [[File:Ai.png|frameless]] [[Station AI]] ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;These procedures relate to AI maintenance:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. The Captain and Research Director are the only staff on-board who may perform law changes to the AI. &lt;br /&gt;
&lt;br /&gt;
2. No law change may occur without direct approval from both the Captain and Research Director. All command staff must be notified prior to the law change, and any objections must be discussed. Should a majority of command members vote no, no law change will be performed. Only NanoTrasen approved lawsets may be used. &lt;br /&gt;
&lt;br /&gt;
3. The AI may not be placed in an intellicard unless it is clearly malfunctioning, subverted, asks to be transferred, or at the end of the shift. Any member of command may place the AI into the intellicard.  &lt;br /&gt;
&lt;br /&gt;
4. AI core turrets are to be kept lethal at all times, unless a legal law change is in progress.&lt;br /&gt;
&lt;br /&gt;
5. Illegal intellicard transfer, or law changes are to be met with non-lethal force. Should the action persist, lethal force may be authorized.&lt;br /&gt;
&lt;br /&gt;
{{SOPTable}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Ai.png&amp;diff=2161</id>
		<title>File:Ai.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Ai.png&amp;diff=2161"/>
		<updated>2026-05-03T13:09:33Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Template:SOPTable&amp;diff=2160</id>
		<title>Template:SOPTable</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Template:SOPTable&amp;diff=2160"/>
		<updated>2026-05-03T13:01:58Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot; ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold; font-style: italic;&amp;quot; | Standard Operating Procedure |-  |style = &amp;quot;font-weight: bold;&amp;quot; | Departmental SOP | Command • Engineering • Medical • Science • Security • Service • Cargo |-  |style = &amp;quot;font-weight: bold;&amp;quot; | Other SOP |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold; font-style: italic;&amp;quot; | Standard Operating Procedure&lt;br /&gt;
|-&lt;br /&gt;
 |style = &amp;quot;font-weight: bold;&amp;quot; | Departmental SOP&lt;br /&gt;
| [[Command SOP|Command]] • [[Engineering SOP|Engineering]] • [[Medical SOP|Medical]] • [[Science SOP|Science]] • [[Security SOP|Security]] • [[Service SOP|Service]] • [[Cargo SOP|Cargo]]&lt;br /&gt;
|-&lt;br /&gt;
 |style = &amp;quot;font-weight: bold;&amp;quot; | Other SOP&lt;br /&gt;
| [[SOP|General]] • [[Legal SOP|Legal]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=SOP&amp;diff=2159</id>
		<title>SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=SOP&amp;diff=2159"/>
		<updated>2026-05-03T12:54:01Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Standard Operating Procedures =&lt;br /&gt;
&#039;&#039;&#039;Standard Operating Procedure&#039;&#039;&#039;, commonly referred to as &#039;&#039;&#039;SOP&#039;&#039;&#039;, are written expectations as to the function and performance of the many jobs on NT-CC Consortium space stations. They serve two purposes, one in-character, and one out-of-character.    &lt;br /&gt;
&lt;br /&gt;
In-character, SOP are the requirements written by [[NanoTrasen]] for [[Central Command]] for their contractors and sub-contractors. They are NanoTrasen&#039;s expectations for your behaviour, and breaking them makes Central Command look bad in NanoTrasen&#039;s eyes, something they&#039;d prefer to avoid. As such, while SOP is not of Central Command&#039;s making, they will enforce it unless there&#039;s something greater to be gained. One of the [[Nanotrasen Representative|Nanotrasen Representatives]] primary objectives is to ensure adherence to these contractual obligations, and they are an authority on the matter.    &lt;br /&gt;
&lt;br /&gt;
Out of character, SOP provides the bare-minimum expectations for what you should be able to accomplish in your position. If what is written in SOP doesn&#039;t sound like something you are willing or able to do, then you should not be playing that job. SOP are not server rules, but routinely ignoring them puts you potentially in violation of [[Server rules (Starlight)#Rule 6 – Your Character Must Make Sense|Server Rule #6]], as your character would have been fired long ago and therefore doesn&#039;t make sense in-character as a continued employee. As [[Command]] and [[Security]], you are expected to adhere more closely to these bare-minimum requirements, as is laid out in [[Server rules (Starlight)#Rule 13 - Expectation around Leadership Roles|Server Rule #13]].    &lt;br /&gt;
&lt;br /&gt;
With that being said, nobody would be following workplace regulations if there&#039;s an active shooter, and the same goes for Space Station 14. Your character, unless they are trained to handle such situations (such as Security and Command), is not at all expected to behave rationally during times of crisis. Your character should, above all, value their own life, regulations be damned. Hiding in lockers or on the ATS, assembling makeshift weapons and barricading your department, whatever you can imagine as long as it does not constitute [[Server rules (Starlight)#Rule 8 – No Validhunting|validhunting]].        &lt;br /&gt;
&lt;br /&gt;
== Departmental SOPs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Captain.png|frameless]][[Command SOP]]&lt;br /&gt;
|[[File:Engineer.png|frameless]][[Engineering SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SECOFF.png|frameless]][[Security SOP]]&lt;br /&gt;
|[[File:Surgeon.png|frameless]][[Medical SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JANI.png|frameless]][[Service SOP]]&lt;br /&gt;
|[[File:SALVAGER.png|frameless]][[Cargo SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magistrate.png|frameless]][[Legal SOP]]&lt;br /&gt;
|[[File:SCIENTIST.png|frameless]][[Science SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Nanotrasen Rep Export.png|frameless]][[NanoTrasen Employee SOP]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
{{Pageframecollapse|title=Code Green|color=06402B|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; Default Alert Code at the start of the shift. Should not change unless a threat is suspected/confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All confirmed/suspected threats to the station and/or crew have been handled, or simply vanished on their own. Unless there is further evidence of a threat after 10+ minutes on Code Blue, Code Green should be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All weapons must not be visible unless in pursuit of a suspect. &lt;br /&gt;
# Armory weapons must remain inside of the brig, however may be used for training purposes. Lethal sidearms are allowed on all alert levels, however should only be used in emergencies. (mk58, WT550, etc.)&lt;br /&gt;
# Random searches are not permitted without a search warrant. However, searches may be conducted against an individual if a member of security or command has witnessed that individual committing a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas are to be left unbolted and ready to be used for their intended purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, gold for science, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# Although not required, crew are recommended to enable their suit sensors in case of injury.&lt;br /&gt;
# Crew members are advised to not wear hardsuits or emergency EVA suits, unless responding to an emergency or required for their job. These can make identification of crew difficult.|header=It is now safe to return to your workplaces.}}{{Pageframecollapse|title=Code Blue|color=0000cd|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, HoS, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a suspected threat on-board the station, or at a nearby location in space. This includes any evidence of hostile activity that has not damaged the station or crew. This may also include multiple eye witness testimonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 10+ minutes on Code Red without any hostile activity, Code Blue be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Weapons may be visible.&lt;br /&gt;
# Armory weapons are permitted outside of the brig on a selective basis. Should all of sec be required to use armory weapons, red alert should be called.&lt;br /&gt;
# Random searches are encouraged. Security personnel may detain any personnel refusing a random search to conduct the search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas may be bolted if attempted unauthorized access is likely based on previous evidence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A thorough check of all power sources is heavily encouraged.&lt;br /&gt;
# A thorough check of all atmospheric systems is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency access is recommended to be disabled from all medical entrances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel are to report any suspicious activity to the nearest member of Security, or use common radio if urgent.&lt;br /&gt;
# Personnel are highly encouraged to exercise caution, all crew should follow simple safety procedures (such as not going through Maintenance alone).&lt;br /&gt;
# Visitors to the station such as refugees are recommended to stay in public areas, for their safety.&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# All personnel are highly recommended to set their suit sensors to coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A role-call of all department personnel should be conducted. Any missing members should be reported to security.&lt;br /&gt;
# A disabler or flash should be carried at all times.&lt;br /&gt;
# Non-security Command members may request with permit further armament.|header=There is a suspected threat on-board the station, or at a nearby location in space.}}{{Pageframecollapse|title=Code Red|color=ff0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a confirmed, hostile threat on-board the station or nearby in space. This threat should pose active, recognizable, danger to the station and/or crew at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Random searches are fully permitted and recommended. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
# The security SOP will detail armament, armory, and safety procedures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Personnel are advised to shelter in place and comply with security&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
3. In special situations and repeated non-compliance, failure to comply with Security personnel may result in lethal force, at the discretion of the captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Revolution&lt;br /&gt;
&lt;br /&gt;
# All personnel are to comply with orders from Security, so long as said orders are lawful. Failure to do so is grounds for detainment and inspection of possessions, as well as possible Mindshield Implantation, at the discretion of the Head of Security, or Acting Head of Security.&lt;br /&gt;
# All personnel that are convicted of Medium Crimes or higher are to receive mandatory Mindshield Implantation. Similarly, if the number of suspected revolutionaries is more than 25% of the total crew, the Head of Security or Acting Head of Security may order random implantation of crew members.&lt;br /&gt;
# Lethal force is fully authorized if the number of active revolutionaries is more than 25% of the total crew, and said revolutionaries are actively hostile.&lt;br /&gt;
&lt;br /&gt;
Declarations of War&lt;br /&gt;
&lt;br /&gt;
# All weapons restrictions are lifted.&lt;br /&gt;
# Cargo should focus on requesting as many weapons as possible. Security is to be prioritized for distribution, but regular personnel may also be armed.&lt;br /&gt;
# Science is to conduct research ASAP. This is not negotiable. Science should work in tandem with Cargo in order to fabricate the weapons and equipment required to defend the station.&lt;br /&gt;
# Barricades, glass, and traps are recommended to counter the threat.&lt;br /&gt;
# The Evacuation Shuttle may be called at the discretion of Command. If the station is not damaged after the fighting has subsided, it is recommended that the crew finish the shift.|header=There is a confirmed, hostile threat on-board the station or nearby in space.}}{{Pageframecollapse|title=Code Gamma|color=ffc0cb|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Central Command. Use a Communications Console or Fax Machine if requested alert level is needed. Remember, Gamma is rarely called, for good reason. Having a well-written, concise fax that explains the situation to the best of your ability, as well as why it deserves Code Gamma being called, signed and stamped by the Captain or Acting Captain, goes a long way towards ensuring Gamma is provided. Remember, this is for extreme emergencies only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an existential threat to the station and crew, without central command intervention the station is likely to be lost. However, this threat is not dire enough to trigger destruction of the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Martial Law is enacted. Standard Operating Procedures and space law are suspended. Security personnel have authorization to perform any necessary actions to save the station. Personnel interfering with emergency procedures may be detained, and Security are cleared to use lethal force in response to any physical threat. Assault of Command, ERT, or Security, may be punished with immediate field execution.&lt;br /&gt;
# Random searches are fully permitted, allowed and encouraged. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# The Armory should be deployed, and Security are to secure its contents and distribute them to Security personnel in order to handle the threat. Non-Security personnel (including members of the Legal Sub-Department) are not to receive armory weapons unless issued by the Warden, Head of Security, or Captain.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas are limited to command, security, and Central Command personnel. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas should be bolted down, but may be left unbolted by order of command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow personnel to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All personnel are to set their suit sensors to coordinates.&lt;br /&gt;
# Personnel must shelter in their departments or closest safe area, unless specifically requested by Central Command personnel, Security, or Command members.&lt;br /&gt;
## Exceptions will be made for crew who may have skills exceptionally useful. (Such as engineering, atmospheric, or medical personnel.)&lt;br /&gt;
# Visitors to the station are to remain inside the Bar, Library, or Dormitories.&lt;br /&gt;
&lt;br /&gt;
Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew. Failure to do so may lead to their arrest for Creating a Workplace Hazard.|header=There is an existential threat to the station and crew, without central command intervention the station is likely to be lost.}}{{Pageframecollapse|title=Code Delta|color=8b0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Automatically called when the on-board Nuclear Fission Device has been activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; The on-board Nuclear Fission Device has been activated by Command, Central Command personnel, or hostile personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case of hostile factions arming the device, defusing the bomb is not recommended. Security personnel are to escort all other personnel off-station.&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all Security personnel are to stand down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Crew are allowed to enter secure areas. Procedures irrelevant. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case that antagonistic forces that have armed a nuclear device, all non-vital personnel are to evacuate off-station immediately;&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all personnel are to stand down.|header=The on-board Nuclear Fission Device has been activated.}}{{Pageframecollapse|title=Code Yellow|color=ffff00|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any command member. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cordon off the dangerous area.&lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Prevent non-engineering crew from accessing the damaged area.&lt;br /&gt;
# Prevent further disruption to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medical personnel should be ready to treat disaster victims.&lt;br /&gt;
# Paramedics should work with those at the incident location to triage patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# Work with your department and security to cordon off and investigate the area.&lt;br /&gt;
# Work quickly to make the area safe again. Once safe, further repairs may be conducted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the damaged areas.&lt;br /&gt;
# Report any suspicious activity to security present in damaged areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Massive fires and poisonous gas releases:&lt;br /&gt;
&lt;br /&gt;
# All non-Engineering and Atmospheric personnel are to vacate the area.&lt;br /&gt;
# Firelock systems are to be used only by Engineering and Atmospheric crew; Otherwise deliberately opening firelocks during a fire/poisonous gas release in affected areas will be considered Destruction of Property/Mass Destruction.&lt;br /&gt;
# Engineering and Atmospherics personnel are to restore the affected area to workable conditions.&lt;br /&gt;
&lt;br /&gt;
Severe meteor storms:&lt;br /&gt;
&lt;br /&gt;
# Personnel are to seek shelter in the most protected area of the station.&lt;br /&gt;
# Repair activities are to be postponed until the end of the storm.&lt;br /&gt;
# All personnel performing EVA duty are to immediately return to the station.&lt;br /&gt;
# At the conclusion of the storm Engineering personnel are to repair the station if feasible.&lt;br /&gt;
# In the event that repairs are not feasible, Engineering personnel are to focus on upholding the structural integrity of the sheltered area until the evacuation shuttle arrives.|header=There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.}}{{Pageframecollapse|title=Code Orange|color=ffa500|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command Member&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Evacuate non-engineering crew from the area.&lt;br /&gt;
# Direct crew to the evacuation shuttle upon its arrival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
# Secure areas with the exception of the Armory, Gravity Generator, and Vault should be given emergency access.&lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
# Medical personnel should be ready to treat a large number of disaster victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# If feasable, work with your department to first end the ongoing disaster, then repair the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the disaster area.&lt;br /&gt;
# Follow the directives of security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The evacuation shuttle should be called immediately. If the crew successfully ends the disaster, the shuttle should be recalled if the station is operational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loss of singularity containment&lt;br /&gt;
&lt;br /&gt;
# The Gravitational Singularity must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Gravitational Singularity&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.&lt;br /&gt;
&lt;br /&gt;
Supermatter crystal delamination:&lt;br /&gt;
# The Supermatter Crystal is to be vented to space.&lt;br /&gt;
# In such a case as the Supermatter Crystal containment was not equipped with a way to space the Crystal, the area around the Crystal is to be evacuated, and all personnel involved in the construction shall be fired and brigged for Destruction of Property and Endangerment.&lt;br /&gt;
&lt;br /&gt;
Loss of Tesla Ball containment:&lt;br /&gt;
# The Tesla Ball must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Tesla Ball. NOTE: it is extremely difficult to stop a loose Tesla Ball.&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.|header=There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.}}{{Pageframecollapse|title=Code Violet|color=8000FF|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two personnel with Command-Level Access, or one Captain-level access card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; A Viral Pathogen has infected a significant portion of the crew. In the event of a Viral Outbreak, all infected personnel are to direct themselves to Medbay immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medbay should be secured ASAP. Quarantine of infected is top priority.&lt;br /&gt;
# Should securing medbay not be possible, the evacuation shuttle arrival area should be secured. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Medical department, Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Chemistry is to immediately begin researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. Crew should be let into medical in a controlled manner.&lt;br /&gt;
# Any potentially infected personnel should be isolated.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel should self-quarantine to avoid infection. Shelter in a safe area and avoid those who are potentially infected.&lt;br /&gt;
# If you believe you are infected, calmly wait for the distribution of the cure at medbay.&lt;br /&gt;
# Once the threat has passed, work may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should the station threat become too high to handle, the emergency shuttle should be called.|header=A Viral Pathogen has infected a significant portion of the crew.}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous clarifications ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Line of succession:&#039;&#039;&#039; ===&lt;br /&gt;
If the captain dies and is unrecoverable for whatever reason, then a new captain must be selected.&lt;br /&gt;
&lt;br /&gt;
The line of succession is as follows:&lt;br /&gt;
&lt;br /&gt;
# Captain&lt;br /&gt;
# Head of Personnel&lt;br /&gt;
# Head of Security&lt;br /&gt;
# Crew member voted on by all available command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no heads are present the NT Representative on station will be made Captain and the evacuation shuttle should be called and alert set to red.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Command Clarifications:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Head of Personnel is considered second in line of succession for station Captain, but has equal rank to every other head of staff. &lt;br /&gt;
# Head of Personnel may hire/fire staff with the relevant department head&#039;s permission. &lt;br /&gt;
# Head of Personnel may not give orders to, or assign workers from any department other than service.&lt;br /&gt;
# Warden is considered second in command of security, however is not command staff.&lt;br /&gt;
# Passenger command falls under the Head of Personnel, but are not considered service department.&lt;br /&gt;
&lt;br /&gt;
== Non-Crew Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Docking and Visitors&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1.&#039;&#039;&#039; The station is encouraged to allow non-hostile visitors permission to dock and embark on the station station during green alert level.&lt;br /&gt;
# If a crewmember commits a crime aboard a Nanotrasen station, and then flees to an actively in-use unaffiliated vessel, asylum will be granted on the discretion of the vessel’s organization.&lt;br /&gt;
# The Captain may grant or deny visitor asylum at his discretion.&lt;br /&gt;
# Visitors may be granted any access the Captain deems appropriate.&lt;br /&gt;
# Visitors may be assigned an escort or searched upon entrance at the Captain’s discretion.&lt;br /&gt;
# At no times should the crew enter a visitor’s vessel without permission, search a visitor’s vessel, or otherwise infringe on their sovereignty.&lt;br /&gt;
# Visitors aboard an NT Vessel are subject to Space Law. Likewise, if a visitor breaks the law and then immediately flees to their own vessel, the &amp;quot;hot pursuit&amp;quot; doctrine applies and security may board to detain.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vessels&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Nanotrasen Space law does not apply on visitor shuttles and ships that are unaffiliated with any corporation.&lt;br /&gt;
# Any personnel aboard a vessel are under the legal authority of that vessel and may be legally fined, arrested, detained, and otherwise punished for infractions of the visitor&#039;s laws.&lt;br /&gt;
# Vessels belonging to organizations at war with Nanotrasen, vessels which attack a Nanotrasen facility or ship, and vessels engaged in obvious criminal activities are not protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Staff Handling Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hiring/Transfer Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# No new hires or transfers are permitted without contacting the relevant command member. If one is not available, promoting an Acting Head of Staff is recommended. See the command SOP for further information.&lt;br /&gt;
# Promotion to Acting command requires authorization by the Captain or Acting Captain.&lt;br /&gt;
# The following jobs require permission from Central Command before hiring/transfer is done: Captain, Head of Security, Head of Personnel.&lt;br /&gt;
# All new hires to the Security Department, are to be mindshield implanted and fully checked for unauthorized materials or suspicious communications.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Firing/Demotion Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# In the case of a full dismissal, the relevant ID is to be destroyed.&lt;br /&gt;
# In the case of a demotion, Civilian-level access is recommended. Alternatively, low requirement jobs such as Service Worker, Clown, or Janitor may be chosen.&lt;br /&gt;
# No dismissals or demotions are to be performed without authorization from the relevant Head of Staff or Captain. See command SOP for demotions of command.&lt;br /&gt;
# Personnel are to report to the Head of Personnel for dismissal/demotion. Failure to do so will lead to security detainment.&lt;br /&gt;
# After a legal dismissal/demotion order is given to the person dismissed/demoted, any activity inside the previously assigned Department is to be considered Trespassing/Major Trespassing, and any item kept from said Department is to be considered Petty Theft/Theft. It is recommended that dismissed/demoted personnel willingly and quickly turn in all restricted items and cooperate to avoid detainment by security.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Causes for Demotion and Dismissal&#039;&#039;&#039; ===&lt;br /&gt;
Refer to the above for dismissal authority. Ultimately, the decision to dismiss/demote any personnel falls to the relevant Head of Staff or Captain. This list is merely a recommendation.&lt;br /&gt;
&lt;br /&gt;
* Any medium-severe breach of Standard Operating Procedure without proper cause.&lt;br /&gt;
* Any medium crime or higher.&lt;br /&gt;
* Critical incompetence, or maliciously under performing.&lt;br /&gt;
* Refusal to follow legal and relevant orders by the respective Head of Staff.&lt;br /&gt;
** Legality and relevance of said orders are to be judged by the Captain or Head of Personnel.&lt;br /&gt;
* Creation of a hostile, or unsafe work environment.&lt;br /&gt;
** Personnel consistently berating, insulting, belittling, or otherwise treating their coworkers like dirt, should be immediately disciplined.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vote of No Confidence&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# A Vote of No Confidence is a method for crew to arrange for demotions of unfit command members. An exceptional reason must be provided. Detailed below are some potential reasons for demotion.&lt;br /&gt;
# Votes must be verified by a 3rd party who tabulates the votes, and additionally verifies the reasoning behind the vote. Unless involved in the dispute, the 3rd party must be the on-station Captain. If the captain is the target of the vote, central command will adjudicate the matter.&lt;br /&gt;
# If the 3rd party dismisses the vote reason, the target of the vote must have their position respected, not doing so may result in a demotion for creating an abusive work environment against them. If the department is understaffed or a tie occurs, the 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; party may be a tie breaker.&lt;br /&gt;
# Votes by departmental crew against their Head of Staff must pass with a 2/3 majority in favor of the vote for it to take effect.&lt;br /&gt;
# Votes by Command against their Captain must pass a simple majority in favor of the vote for it to take effect.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Money Accounts and Space Credits&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Individual Crew Members have sole ownership over their credits and may choose where to spend it, command or security members may not access crew credit accounts.&lt;br /&gt;
# Crew members not performing their primary duties, or who are otherwise going above and beyond the call of duty for their department &#039;&#039;&#039;&#039;&#039;may&#039;&#039;&#039;&#039;&#039; ask for compensation for services or products rendered. Department heads should prioritize a portion of all proceeds as being donated to the department budget (10-15%).&lt;br /&gt;
Below is a short list of things considered appropriate for certain departments to charge for, but is not comprehensive:&lt;br /&gt;
&lt;br /&gt;
* Bartenders creating mixed or elaborate drinks/drink orders.&lt;br /&gt;
* Engineering remodeling an area according to crew&#039;s specifications, rather than simply fixing it.&lt;br /&gt;
* Chemistry making specialized medicines through pills/patches.&lt;br /&gt;
* Medical offering medkits/medfab supplies to crew.&lt;br /&gt;
* Cargo prioritizing orders, or providing resources to crew members whose order does not match their department.&lt;br /&gt;
* Science creating/distributing non-departmental items to crew.&lt;br /&gt;
* Chef creating special dishes or custom orders.&lt;br /&gt;
* Botany creating special plants for specific crew members, when not supplying departments.&lt;br /&gt;
&lt;br /&gt;
== Emergency SOPs ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Emergency Response Teams&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Emergency Response Teams are only to be called when there is a Code Red-level threat or above.&lt;br /&gt;
# Emergency Response Teams are not to be called concurrently with the emergency shuttle. Pick one or the other.&lt;br /&gt;
# Emergency Response Teams are to be called when there is a major emergency aboard the station that the crew does not have the resources to address properly. Such as a high level security threat, massive station damage, paranormal activity, etc.&lt;br /&gt;
# Emergency Response Teams should not to be called without majority approval from Command.&lt;br /&gt;
# Emergency Response Teams officially outrank anyone short of a Central Command Officer, at the discretion of Central Command. Unless their actions are blatantly illegal and against the best interest of NanoTrasen, the crew, or the station, their orders are absolute.&lt;br /&gt;
----&lt;br /&gt;
== &#039;&#039;&#039;The Emergency Shuttle&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
# The Emergency Shuttle is not to be called concurrently with an Emergency Response Team. Pick one or the other.&lt;br /&gt;
# In the event of hostile biohazard lifeforms appearing on the station (such as deadly viruses, or Terror Spiders), Central Command is to be notified by red phone or fax before the Emergency Shuttle is called. Failure to do so may lead to the shuttle being recalled in order to enforce quarantine. CC may deny emergency shuttle requests to handle the biohazard.&lt;br /&gt;
# In the event that the Emergency Shuttle is called, all personnel are to assemble at the emergency shuttle docking area at 5 minutes before arrival.&lt;br /&gt;
# Forcing an early departure of the Emergency Shuttle is not permitted.&lt;br /&gt;
# All personnel in critical condition are to be given emergency aid ASAP.&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=SOP&amp;diff=2158</id>
		<title>SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=SOP&amp;diff=2158"/>
		<updated>2026-05-03T09:04:26Z</updated>

		<summary type="html">&lt;p&gt;Trosling: /* Standard Operating Procedures */ minor spelling mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Standard Operating Procedures =&lt;br /&gt;
&#039;&#039;&#039;Standard Operating Procedure&#039;&#039;&#039;, commonly referred to as &#039;&#039;&#039;SOP&#039;&#039;&#039;, are written expectations as to the function and performance of the many jobs on NT-CC Consortium space stations. They serve two purposes, one in-character, and one out-of-character.    &lt;br /&gt;
&lt;br /&gt;
In-character, SOP are the requirements written by [[NanoTrasen]] for [[Central Command]] for their contractors and sub-contractors. They are NanoTrasen&#039;s expectations for your behaviour, and breaking them makes Central Command look bad in NanoTrasen&#039;s eyes, something they&#039;d prefer to avoid. As such, while SOP is not of Central Command&#039;s making, they will enforce it unless there&#039;s something greater to be gained. One of the [[Nanotrasen Representative|Nanotrasen Representatives]] primary objectives is to ensure adherence to these contractual obligations, and they are an authority on the matter.    &lt;br /&gt;
&lt;br /&gt;
Out of character, SOP provides the bare-minimum expectations for what you should be able to accomplish in your position. If what is written in SOP doesn&#039;t sound like something you are willing or able to do, then you should not be playing that job. SOP are not server rules, but routinely ignoring them puts you potentially in violation of [[Server rules (Starlight)#Rule 6 – Your Character Must Make Sense|Server Rule #6]], as your character would have been fired long ago and therefore doesn&#039;t make sense in-character as a continued employee.    &lt;br /&gt;
&lt;br /&gt;
With that being said, nobody would be following workplace regulations if there&#039;s an active shooter, and the same goes for Space Station 14. Your character, unless they are trained to handle such situations (such as [[Security]]), is not at all expected to behave rationally during times of crisis. Your character should, above all, value their own life, regulations be damned. Hiding in lockers or on the ATS, assembling makeshift weapons and barricading your department, whatever you can imagine as long as it does not constitute [[Server rules (Starlight)#Rule 8 – No Validhunting|validhunting]].        &lt;br /&gt;
&lt;br /&gt;
== Departmental SOPs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Captain.png|frameless]][[Command SOP]]&lt;br /&gt;
|[[File:Engineer.png|frameless]][[Engineering SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SECOFF.png|frameless]][[Security SOP]]&lt;br /&gt;
|[[File:Surgeon.png|frameless]][[Medical SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JANI.png|frameless]][[Service SOP]]&lt;br /&gt;
|[[File:SALVAGER.png|frameless]][[Cargo SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magistrate.png|frameless]][[Legal SOP]]&lt;br /&gt;
|[[File:SCIENTIST.png|frameless]][[Science SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Nanotrasen Rep Export.png|frameless]][[NanoTrasen Employee SOP]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
{{Pageframecollapse|title=Code Green|color=06402B|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; Default Alert Code at the start of the shift. Should not change unless a threat is suspected/confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All confirmed/suspected threats to the station and/or crew have been handled, or simply vanished on their own. Unless there is further evidence of a threat after 10+ minutes on Code Blue, Code Green should be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All weapons must not be visible unless in pursuit of a suspect. &lt;br /&gt;
# Armory weapons must remain inside of the brig, however may be used for training purposes. Lethal sidearms are allowed on all alert levels, however should only be used in emergencies. (mk58, WT550, etc.)&lt;br /&gt;
# Random searches are not permitted without a search warrant. However, searches may be conducted against an individual if a member of security or command has witnessed that individual committing a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas are to be left unbolted and ready to be used for their intended purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, gold for science, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# Although not required, crew are recommended to enable their suit sensors in case of injury.&lt;br /&gt;
# Crew members are advised to not wear hardsuits or emergency EVA suits, unless responding to an emergency or required for their job. These can make identification of crew difficult.|header=It is now safe to return to your workplaces.}}{{Pageframecollapse|title=Code Blue|color=0000cd|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, HoS, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a suspected threat on-board the station, or at a nearby location in space. This includes any evidence of hostile activity that has not damaged the station or crew. This may also include multiple eye witness testimonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 10+ minutes on Code Red without any hostile activity, Code Blue be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Weapons may be visible.&lt;br /&gt;
# Armory weapons are permitted outside of the brig on a selective basis. Should all of sec be required to use armory weapons, red alert should be called.&lt;br /&gt;
# Random searches are encouraged. Security personnel may detain any personnel refusing a random search to conduct the search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas may be bolted if attempted unauthorized access is likely based on previous evidence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A thorough check of all power sources is heavily encouraged.&lt;br /&gt;
# A thorough check of all atmospheric systems is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency access is recommended to be disabled from all medical entrances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel are to report any suspicious activity to the nearest member of Security, or use common radio if urgent.&lt;br /&gt;
# Personnel are highly encouraged to exercise caution, all crew should follow simple safety procedures (such as not going through Maintenance alone).&lt;br /&gt;
# Visitors to the station such as refugees are recommended to stay in public areas, for their safety.&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# All personnel are highly recommended to set their suit sensors to coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A role-call of all department personnel should be conducted. Any missing members should be reported to security.&lt;br /&gt;
# A disabler or flash should be carried at all times.&lt;br /&gt;
# Non-security Command members may request with permit further armament.|header=There is a suspected threat on-board the station, or at a nearby location in space.}}{{Pageframecollapse|title=Code Red|color=ff0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a confirmed, hostile threat on-board the station or nearby in space. This threat should pose active, recognizable, danger to the station and/or crew at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Random searches are fully permitted and recommended. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
# The security SOP will detail armament, armory, and safety procedures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Personnel are advised to shelter in place and comply with security&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
3. In special situations and repeated non-compliance, failure to comply with Security personnel may result in lethal force, at the discretion of the captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Revolution&lt;br /&gt;
&lt;br /&gt;
# All personnel are to comply with orders from Security, so long as said orders are lawful. Failure to do so is grounds for detainment and inspection of possessions, as well as possible Mindshield Implantation, at the discretion of the Head of Security, or Acting Head of Security.&lt;br /&gt;
# All personnel that are convicted of Medium Crimes or higher are to receive mandatory Mindshield Implantation. Similarly, if the number of suspected revolutionaries is more than 25% of the total crew, the Head of Security or Acting Head of Security may order random implantation of crew members.&lt;br /&gt;
# Lethal force is fully authorized if the number of active revolutionaries is more than 25% of the total crew, and said revolutionaries are actively hostile.&lt;br /&gt;
&lt;br /&gt;
Declarations of War&lt;br /&gt;
&lt;br /&gt;
# All weapons restrictions are lifted.&lt;br /&gt;
# Cargo should focus on requesting as many weapons as possible. Security is to be prioritized for distribution, but regular personnel may also be armed.&lt;br /&gt;
# Science is to conduct research ASAP. This is not negotiable. Science should work in tandem with Cargo in order to fabricate the weapons and equipment required to defend the station.&lt;br /&gt;
# Barricades, glass, and traps are recommended to counter the threat.&lt;br /&gt;
# The Evacuation Shuttle may be called at the discretion of Command. If the station is not damaged after the fighting has subsided, it is recommended that the crew finish the shift.|header=There is a confirmed, hostile threat on-board the station or nearby in space.}}{{Pageframecollapse|title=Code Gamma|color=ffc0cb|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Central Command. Use a Communications Console or Fax Machine if requested alert level is needed. Remember, Gamma is rarely called, for good reason. Having a well-written, concise fax that explains the situation to the best of your ability, as well as why it deserves Code Gamma being called, signed and stamped by the Captain or Acting Captain, goes a long way towards ensuring Gamma is provided. Remember, this is for extreme emergencies only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an existential threat to the station and crew, without central command intervention the station is likely to be lost. However, this threat is not dire enough to trigger destruction of the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Martial Law is enacted. Standard Operating Procedures and space law are suspended. Security personnel have authorization to perform any necessary actions to save the station. Personnel interfering with emergency procedures may be detained, and Security are cleared to use lethal force in response to any physical threat. Assault of Command, ERT, or Security, may be punished with immediate field execution.&lt;br /&gt;
# Random searches are fully permitted, allowed and encouraged. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# The Armory should be deployed, and Security are to secure its contents and distribute them to Security personnel in order to handle the threat. Non-Security personnel (including members of the Legal Sub-Department) are not to receive armory weapons unless issued by the Warden, Head of Security, or Captain.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas are limited to command, security, and Central Command personnel. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas should be bolted down, but may be left unbolted by order of command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow personnel to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All personnel are to set their suit sensors to coordinates.&lt;br /&gt;
# Personnel must shelter in their departments or closest safe area, unless specifically requested by Central Command personnel, Security, or Command members.&lt;br /&gt;
## Exceptions will be made for crew who may have skills exceptionally useful. (Such as engineering, atmospheric, or medical personnel.)&lt;br /&gt;
# Visitors to the station are to remain inside the Bar, Library, or Dormitories.&lt;br /&gt;
&lt;br /&gt;
Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew. Failure to do so may lead to their arrest for Creating a Workplace Hazard.|header=There is an existential threat to the station and crew, without central command intervention the station is likely to be lost.}}{{Pageframecollapse|title=Code Delta|color=8b0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Automatically called when the on-board Nuclear Fission Device has been activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; The on-board Nuclear Fission Device has been activated by Command, Central Command personnel, or hostile personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case of hostile factions arming the device, defusing the bomb is not recommended. Security personnel are to escort all other personnel off-station.&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all Security personnel are to stand down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Crew are allowed to enter secure areas. Procedures irrelevant. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case that antagonistic forces that have armed a nuclear device, all non-vital personnel are to evacuate off-station immediately;&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all personnel are to stand down.|header=The on-board Nuclear Fission Device has been activated.}}{{Pageframecollapse|title=Code Yellow|color=ffff00|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any command member. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cordon off the dangerous area.&lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Prevent non-engineering crew from accessing the damaged area.&lt;br /&gt;
# Prevent further disruption to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medical personnel should be ready to treat disaster victims.&lt;br /&gt;
# Paramedics should work with those at the incident location to triage patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# Work with your department and security to cordon off and investigate the area.&lt;br /&gt;
# Work quickly to make the area safe again. Once safe, further repairs may be conducted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the damaged areas.&lt;br /&gt;
# Report any suspicious activity to security present in damaged areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Massive fires and poisonous gas releases:&lt;br /&gt;
&lt;br /&gt;
# All non-Engineering and Atmospheric personnel are to vacate the area.&lt;br /&gt;
# Firelock systems are to be used only by Engineering and Atmospheric crew; Otherwise deliberately opening firelocks during a fire/poisonous gas release in affected areas will be considered Destruction of Property/Mass Destruction.&lt;br /&gt;
# Engineering and Atmospherics personnel are to restore the affected area to workable conditions.&lt;br /&gt;
&lt;br /&gt;
Severe meteor storms:&lt;br /&gt;
&lt;br /&gt;
# Personnel are to seek shelter in the most protected area of the station.&lt;br /&gt;
# Repair activities are to be postponed until the end of the storm.&lt;br /&gt;
# All personnel performing EVA duty are to immediately return to the station.&lt;br /&gt;
# At the conclusion of the storm Engineering personnel are to repair the station if feasible.&lt;br /&gt;
# In the event that repairs are not feasible, Engineering personnel are to focus on upholding the structural integrity of the sheltered area until the evacuation shuttle arrives.|header=There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.}}{{Pageframecollapse|title=Code Orange|color=ffa500|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command Member&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Evacuate non-engineering crew from the area.&lt;br /&gt;
# Direct crew to the evacuation shuttle upon its arrival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
# Secure areas with the exception of the Armory, Gravity Generator, and Vault should be given emergency access.&lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
# Medical personnel should be ready to treat a large number of disaster victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# If feasable, work with your department to first end the ongoing disaster, then repair the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the disaster area.&lt;br /&gt;
# Follow the directives of security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The evacuation shuttle should be called immediately. If the crew successfully ends the disaster, the shuttle should be recalled if the station is operational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loss of singularity containment&lt;br /&gt;
&lt;br /&gt;
# The Gravitational Singularity must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Gravitational Singularity&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.&lt;br /&gt;
&lt;br /&gt;
Supermatter crystal delamination:&lt;br /&gt;
# The Supermatter Crystal is to be vented to space.&lt;br /&gt;
# In such a case as the Supermatter Crystal containment was not equipped with a way to space the Crystal, the area around the Crystal is to be evacuated, and all personnel involved in the construction shall be fired and brigged for Destruction of Property and Endangerment.&lt;br /&gt;
&lt;br /&gt;
Loss of Tesla Ball containment:&lt;br /&gt;
# The Tesla Ball must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Tesla Ball. NOTE: it is extremely difficult to stop a loose Tesla Ball.&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.|header=There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.}}{{Pageframecollapse|title=Code Violet|color=8000FF|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two personnel with Command-Level Access, or one Captain-level access card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; A Viral Pathogen has infected a significant portion of the crew. In the event of a Viral Outbreak, all infected personnel are to direct themselves to Medbay immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medbay should be secured ASAP. Quarantine of infected is top priority.&lt;br /&gt;
# Should securing medbay not be possible, the evacuation shuttle arrival area should be secured. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Medical department, Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Chemistry is to immediately begin researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. Crew should be let into medical in a controlled manner.&lt;br /&gt;
# Any potentially infected personnel should be isolated.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel should self-quarantine to avoid infection. Shelter in a safe area and avoid those who are potentially infected.&lt;br /&gt;
# If you believe you are infected, calmly wait for the distribution of the cure at medbay.&lt;br /&gt;
# Once the threat has passed, work may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should the station threat become too high to handle, the emergency shuttle should be called.|header=A Viral Pathogen has infected a significant portion of the crew.}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous clarifications ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Line of succession:&#039;&#039;&#039; ===&lt;br /&gt;
If the captain dies and is unrecoverable for whatever reason, then a new captain must be selected.&lt;br /&gt;
&lt;br /&gt;
The line of succession is as follows:&lt;br /&gt;
&lt;br /&gt;
# Captain&lt;br /&gt;
# Head of Personnel&lt;br /&gt;
# Head of Security&lt;br /&gt;
# Crew member voted on by all available command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no heads are present the NT Representative on station will be made Captain and the evacuation shuttle should be called and alert set to red.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Command Clarifications:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Head of Personnel is considered second in line of succession for station Captain, but has equal rank to every other head of staff. &lt;br /&gt;
# Head of Personnel may hire/fire staff with the relevant department head&#039;s permission. &lt;br /&gt;
# Head of Personnel may not give orders to, or assign workers from any department other than service.&lt;br /&gt;
# Warden is considered second in command of security, however is not command staff.&lt;br /&gt;
# Passenger command falls under the Head of Personnel, but are not considered service department.&lt;br /&gt;
&lt;br /&gt;
== Non-Crew Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Docking and Visitors&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1.&#039;&#039;&#039; The station is encouraged to allow non-hostile visitors permission to dock and embark on the station station during green alert level.&lt;br /&gt;
# If a crewmember commits a crime aboard a Nanotrasen station, and then flees to an actively in-use unaffiliated vessel, asylum will be granted on the discretion of the vessel’s organization.&lt;br /&gt;
# The Captain may grant or deny visitor asylum at his discretion.&lt;br /&gt;
# Visitors may be granted any access the Captain deems appropriate.&lt;br /&gt;
# Visitors may be assigned an escort or searched upon entrance at the Captain’s discretion.&lt;br /&gt;
# At no times should the crew enter a visitor’s vessel without permission, search a visitor’s vessel, or otherwise infringe on their sovereignty.&lt;br /&gt;
# Visitors aboard an NT Vessel are subject to Space Law. Likewise, if a visitor breaks the law and then immediately flees to their own vessel, the &amp;quot;hot pursuit&amp;quot; doctrine applies and security may board to detain.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vessels&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Nanotrasen Space law does not apply on visitor shuttles and ships that are unaffiliated with any corporation.&lt;br /&gt;
# Any personnel aboard a vessel are under the legal authority of that vessel and may be legally fined, arrested, detained, and otherwise punished for infractions of the visitor&#039;s laws.&lt;br /&gt;
# Vessels belonging to organizations at war with Nanotrasen, vessels which attack a Nanotrasen facility or ship, and vessels engaged in obvious criminal activities are not protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Staff Handling Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hiring/Transfer Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# No new hires or transfers are permitted without contacting the relevant command member. If one is not available, promoting an Acting Head of Staff is recommended. See the command SOP for further information.&lt;br /&gt;
# Promotion to Acting command requires authorization by the Captain or Acting Captain.&lt;br /&gt;
# The following jobs require permission from Central Command before hiring/transfer is done: Captain, Head of Security, Head of Personnel.&lt;br /&gt;
# All new hires to the Security Department, are to be mindshield implanted and fully checked for unauthorized materials or suspicious communications.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Firing/Demotion Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# In the case of a full dismissal, the relevant ID is to be destroyed.&lt;br /&gt;
# In the case of a demotion, Civilian-level access is recommended. Alternatively, low requirement jobs such as Service Worker, Clown, or Janitor may be chosen.&lt;br /&gt;
# No dismissals or demotions are to be performed without authorization from the relevant Head of Staff or Captain. See command SOP for demotions of command.&lt;br /&gt;
# Personnel are to report to the Head of Personnel for dismissal/demotion. Failure to do so will lead to security detainment.&lt;br /&gt;
# After a legal dismissal/demotion order is given to the person dismissed/demoted, any activity inside the previously assigned Department is to be considered Trespassing/Major Trespassing, and any item kept from said Department is to be considered Petty Theft/Theft. It is recommended that dismissed/demoted personnel willingly and quickly turn in all restricted items and cooperate to avoid detainment by security.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Causes for Demotion and Dismissal&#039;&#039;&#039; ===&lt;br /&gt;
Refer to the above for dismissal authority. Ultimately, the decision to dismiss/demote any personnel falls to the relevant Head of Staff or Captain. This list is merely a recommendation.&lt;br /&gt;
&lt;br /&gt;
* Any medium-severe breach of Standard Operating Procedure without proper cause.&lt;br /&gt;
* Any medium crime or higher.&lt;br /&gt;
* Critical incompetence, or maliciously under performing.&lt;br /&gt;
* Refusal to follow legal and relevant orders by the respective Head of Staff.&lt;br /&gt;
** Legality and relevance of said orders are to be judged by the Captain or Head of Personnel.&lt;br /&gt;
* Creation of a hostile, or unsafe work environment.&lt;br /&gt;
** Personnel consistently berating, insulting, belittling, or otherwise treating their coworkers like dirt, should be immediately disciplined.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vote of No Confidence&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# A Vote of No Confidence is a method for crew to arrange for demotions of unfit command members. An exceptional reason must be provided. Detailed below are some potential reasons for demotion.&lt;br /&gt;
# Votes must be verified by a 3rd party who tabulates the votes, and additionally verifies the reasoning behind the vote. Unless involved in the dispute, the 3rd party must be the on-station Captain. If the captain is the target of the vote, central command will adjudicate the matter.&lt;br /&gt;
# If the 3rd party dismisses the vote reason, the target of the vote must have their position respected, not doing so may result in a demotion for creating an abusive work environment against them. If the department is understaffed or a tie occurs, the 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; party may be a tie breaker.&lt;br /&gt;
# Votes by departmental crew against their Head of Staff must pass with a 2/3 majority in favor of the vote for it to take effect.&lt;br /&gt;
# Votes by Command against their Captain must pass a simple majority in favor of the vote for it to take effect.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Money Accounts and Space Credits&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Individual Crew Members have sole ownership over their credits and may choose where to spend it, command or security members may not access crew credit accounts.&lt;br /&gt;
# Crew members not performing their primary duties, or who are otherwise going above and beyond the call of duty for their department &#039;&#039;&#039;&#039;&#039;may&#039;&#039;&#039;&#039;&#039; ask for compensation for services or products rendered. Department heads should prioritize a portion of all proceeds as being donated to the department budget (10-15%).&lt;br /&gt;
Below is a short list of things considered appropriate for certain departments to charge for, but is not comprehensive:&lt;br /&gt;
&lt;br /&gt;
* Bartenders creating mixed or elaborate drinks/drink orders.&lt;br /&gt;
* Engineering remodeling an area according to crew&#039;s specifications, rather than simply fixing it.&lt;br /&gt;
* Chemistry making specialized medicines through pills/patches.&lt;br /&gt;
* Medical offering medkits/medfab supplies to crew.&lt;br /&gt;
* Cargo prioritizing orders, or providing resources to crew members whose order does not match their department.&lt;br /&gt;
* Science creating/distributing non-departmental items to crew.&lt;br /&gt;
* Chef creating special dishes or custom orders.&lt;br /&gt;
* Botany creating special plants for specific crew members, when not supplying departments.&lt;br /&gt;
&lt;br /&gt;
== Emergency SOPs ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Emergency Response Teams&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Emergency Response Teams are only to be called when there is a Code Red-level threat or above.&lt;br /&gt;
# Emergency Response Teams are not to be called concurrently with the emergency shuttle. Pick one or the other.&lt;br /&gt;
# Emergency Response Teams are to be called when there is a major emergency aboard the station that the crew does not have the resources to address properly. Such as a high level security threat, massive station damage, paranormal activity, etc.&lt;br /&gt;
# Emergency Response Teams should not to be called without majority approval from Command.&lt;br /&gt;
# Emergency Response Teams officially outrank anyone short of a Central Command Officer, at the discretion of Central Command. Unless their actions are blatantly illegal and against the best interest of NanoTrasen, the crew, or the station, their orders are absolute.&lt;br /&gt;
----&lt;br /&gt;
== &#039;&#039;&#039;The Emergency Shuttle&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
# The Emergency Shuttle is not to be called concurrently with an Emergency Response Team. Pick one or the other.&lt;br /&gt;
# In the event of hostile biohazard lifeforms appearing on the station (such as deadly viruses, or Terror Spiders), Central Command is to be notified by red phone or fax before the Emergency Shuttle is called. Failure to do so may lead to the shuttle being recalled in order to enforce quarantine. CC may deny emergency shuttle requests to handle the biohazard.&lt;br /&gt;
# In the event that the Emergency Shuttle is called, all personnel are to assemble at the emergency shuttle docking area at 5 minutes before arrival.&lt;br /&gt;
# Forcing an early departure of the Emergency Shuttle is not permitted.&lt;br /&gt;
# All personnel in critical condition are to be given emergency aid ASAP.&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=SOP&amp;diff=2157</id>
		<title>SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=SOP&amp;diff=2157"/>
		<updated>2026-05-03T08:55:49Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Standard Operating Procedures =&lt;br /&gt;
&#039;&#039;&#039;Standard Operating Procedure&#039;&#039;&#039;, commonly referred to in-game as &#039;&#039;&#039;SOP&#039;&#039;&#039;, are written expectations as to the function and performance of the many jobs on NT-CC Consortium space stations. They server two purposes, one in-character, and one out-of-character.    &lt;br /&gt;
&lt;br /&gt;
In-character, SOP are the requirements written by [[NanoTrasen]] for [[Central Command]] for their contractors and sub-contractors. They are NanoTrasen&#039;s expectations for your behaviour, and breaking them makes Central Command look bad in NanoTrasen&#039;s eyes, something they&#039;d prefer to avoid. As such, while SOP is not of Central Command&#039;s making, they will enforce it unless there&#039;s something greater to be gained. One of the [[Nanotrasen Representative|Nanotrasen Representatives]] primary objectives is to ensure adherence to these contractual obligations, and they are an authority on the matter.    &lt;br /&gt;
&lt;br /&gt;
Out of character, SOP provides the bare-minimum expectations for what you should be able to accomplish in your position. If what is written in SOP doesn&#039;t sound like something you are willing or able to do, then you should not be playing that job. SOP are not server rules, but routinely ignoring them puts you potentially in violation of [[Server rules (Starlight)#Rule 6 – Your Character Must Make Sense|Server Rule #6]], as your character would have been fired long ago and therefore doesn&#039;t make sense in-character as a continued employee.    &lt;br /&gt;
&lt;br /&gt;
With that being said, nobody would be following workplace regulations if there&#039;s an active shooter, and the same goes for Space Station 14. Your character, unless they are trained to handle such situations (such as [[Security]]), is not at all expected to behave rationally during times of crisis. Your character should, above all, value their own life, regulations be damned. Hiding in lockers or on the ATS, assembling makeshift weapons and barricading your department, whatever you can imagine as long as it does not constitute [[Server rules (Starlight)#Rule 8 – No Validhunting|validhunting]].        &lt;br /&gt;
&lt;br /&gt;
== Departmental SOPs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Captain.png|frameless]][[Command SOP]]&lt;br /&gt;
|[[File:Engineer.png|frameless]][[Engineering SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SECOFF.png|frameless]][[Security SOP]]&lt;br /&gt;
|[[File:Surgeon.png|frameless]][[Medical SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JANI.png|frameless]][[Service SOP]]&lt;br /&gt;
|[[File:SALVAGER.png|frameless]][[Cargo SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magistrate.png|frameless]][[Legal SOP]]&lt;br /&gt;
|[[File:SCIENTIST.png|frameless]][[Science SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Nanotrasen Rep Export.png|frameless]][[NanoTrasen Employee SOP]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
{{Pageframecollapse|title=Code Green|color=06402B|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; Default Alert Code at the start of the shift. Should not change unless a threat is suspected/confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All confirmed/suspected threats to the station and/or crew have been handled, or simply vanished on their own. Unless there is further evidence of a threat after 10+ minutes on Code Blue, Code Green should be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All weapons must not be visible unless in pursuit of a suspect. &lt;br /&gt;
# Armory weapons must remain inside of the brig, however may be used for training purposes. Lethal sidearms are allowed on all alert levels, however should only be used in emergencies. (mk58, WT550, etc.)&lt;br /&gt;
# Random searches are not permitted without a search warrant. However, searches may be conducted against an individual if a member of security or command has witnessed that individual committing a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas are to be left unbolted and ready to be used for their intended purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, gold for science, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# Although not required, crew are recommended to enable their suit sensors in case of injury.&lt;br /&gt;
# Crew members are advised to not wear hardsuits or emergency EVA suits, unless responding to an emergency or required for their job. These can make identification of crew difficult.|header=It is now safe to return to your workplaces.}}{{Pageframecollapse|title=Code Blue|color=0000cd|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, HoS, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a suspected threat on-board the station, or at a nearby location in space. This includes any evidence of hostile activity that has not damaged the station or crew. This may also include multiple eye witness testimonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 10+ minutes on Code Red without any hostile activity, Code Blue be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Weapons may be visible.&lt;br /&gt;
# Armory weapons are permitted outside of the brig on a selective basis. Should all of sec be required to use armory weapons, red alert should be called.&lt;br /&gt;
# Random searches are encouraged. Security personnel may detain any personnel refusing a random search to conduct the search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas may be bolted if attempted unauthorized access is likely based on previous evidence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A thorough check of all power sources is heavily encouraged.&lt;br /&gt;
# A thorough check of all atmospheric systems is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency access is recommended to be disabled from all medical entrances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel are to report any suspicious activity to the nearest member of Security, or use common radio if urgent.&lt;br /&gt;
# Personnel are highly encouraged to exercise caution, all crew should follow simple safety procedures (such as not going through Maintenance alone).&lt;br /&gt;
# Visitors to the station such as refugees are recommended to stay in public areas, for their safety.&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# All personnel are highly recommended to set their suit sensors to coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A role-call of all department personnel should be conducted. Any missing members should be reported to security.&lt;br /&gt;
# A disabler or flash should be carried at all times.&lt;br /&gt;
# Non-security Command members may request with permit further armament.|header=There is a suspected threat on-board the station, or at a nearby location in space.}}{{Pageframecollapse|title=Code Red|color=ff0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a confirmed, hostile threat on-board the station or nearby in space. This threat should pose active, recognizable, danger to the station and/or crew at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Random searches are fully permitted and recommended. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
# The security SOP will detail armament, armory, and safety procedures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Personnel are advised to shelter in place and comply with security&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
3. In special situations and repeated non-compliance, failure to comply with Security personnel may result in lethal force, at the discretion of the captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Revolution&lt;br /&gt;
&lt;br /&gt;
# All personnel are to comply with orders from Security, so long as said orders are lawful. Failure to do so is grounds for detainment and inspection of possessions, as well as possible Mindshield Implantation, at the discretion of the Head of Security, or Acting Head of Security.&lt;br /&gt;
# All personnel that are convicted of Medium Crimes or higher are to receive mandatory Mindshield Implantation. Similarly, if the number of suspected revolutionaries is more than 25% of the total crew, the Head of Security or Acting Head of Security may order random implantation of crew members.&lt;br /&gt;
# Lethal force is fully authorized if the number of active revolutionaries is more than 25% of the total crew, and said revolutionaries are actively hostile.&lt;br /&gt;
&lt;br /&gt;
Declarations of War&lt;br /&gt;
&lt;br /&gt;
# All weapons restrictions are lifted.&lt;br /&gt;
# Cargo should focus on requesting as many weapons as possible. Security is to be prioritized for distribution, but regular personnel may also be armed.&lt;br /&gt;
# Science is to conduct research ASAP. This is not negotiable. Science should work in tandem with Cargo in order to fabricate the weapons and equipment required to defend the station.&lt;br /&gt;
# Barricades, glass, and traps are recommended to counter the threat.&lt;br /&gt;
# The Evacuation Shuttle may be called at the discretion of Command. If the station is not damaged after the fighting has subsided, it is recommended that the crew finish the shift.|header=There is a confirmed, hostile threat on-board the station or nearby in space.}}{{Pageframecollapse|title=Code Gamma|color=ffc0cb|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Central Command. Use a Communications Console or Fax Machine if requested alert level is needed. Remember, Gamma is rarely called, for good reason. Having a well-written, concise fax that explains the situation to the best of your ability, as well as why it deserves Code Gamma being called, signed and stamped by the Captain or Acting Captain, goes a long way towards ensuring Gamma is provided. Remember, this is for extreme emergencies only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an existential threat to the station and crew, without central command intervention the station is likely to be lost. However, this threat is not dire enough to trigger destruction of the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Martial Law is enacted. Standard Operating Procedures and space law are suspended. Security personnel have authorization to perform any necessary actions to save the station. Personnel interfering with emergency procedures may be detained, and Security are cleared to use lethal force in response to any physical threat. Assault of Command, ERT, or Security, may be punished with immediate field execution.&lt;br /&gt;
# Random searches are fully permitted, allowed and encouraged. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# The Armory should be deployed, and Security are to secure its contents and distribute them to Security personnel in order to handle the threat. Non-Security personnel (including members of the Legal Sub-Department) are not to receive armory weapons unless issued by the Warden, Head of Security, or Captain.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas are limited to command, security, and Central Command personnel. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas should be bolted down, but may be left unbolted by order of command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow personnel to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All personnel are to set their suit sensors to coordinates.&lt;br /&gt;
# Personnel must shelter in their departments or closest safe area, unless specifically requested by Central Command personnel, Security, or Command members.&lt;br /&gt;
## Exceptions will be made for crew who may have skills exceptionally useful. (Such as engineering, atmospheric, or medical personnel.)&lt;br /&gt;
# Visitors to the station are to remain inside the Bar, Library, or Dormitories.&lt;br /&gt;
&lt;br /&gt;
Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew. Failure to do so may lead to their arrest for Creating a Workplace Hazard.|header=There is an existential threat to the station and crew, without central command intervention the station is likely to be lost.}}{{Pageframecollapse|title=Code Delta|color=8b0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Automatically called when the on-board Nuclear Fission Device has been activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; The on-board Nuclear Fission Device has been activated by Command, Central Command personnel, or hostile personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case of hostile factions arming the device, defusing the bomb is not recommended. Security personnel are to escort all other personnel off-station.&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all Security personnel are to stand down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Crew are allowed to enter secure areas. Procedures irrelevant. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case that antagonistic forces that have armed a nuclear device, all non-vital personnel are to evacuate off-station immediately;&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all personnel are to stand down.|header=The on-board Nuclear Fission Device has been activated.}}{{Pageframecollapse|title=Code Yellow|color=ffff00|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any command member. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cordon off the dangerous area.&lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Prevent non-engineering crew from accessing the damaged area.&lt;br /&gt;
# Prevent further disruption to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medical personnel should be ready to treat disaster victims.&lt;br /&gt;
# Paramedics should work with those at the incident location to triage patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# Work with your department and security to cordon off and investigate the area.&lt;br /&gt;
# Work quickly to make the area safe again. Once safe, further repairs may be conducted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the damaged areas.&lt;br /&gt;
# Report any suspicious activity to security present in damaged areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Massive fires and poisonous gas releases:&lt;br /&gt;
&lt;br /&gt;
# All non-Engineering and Atmospheric personnel are to vacate the area.&lt;br /&gt;
# Firelock systems are to be used only by Engineering and Atmospheric crew; Otherwise deliberately opening firelocks during a fire/poisonous gas release in affected areas will be considered Destruction of Property/Mass Destruction.&lt;br /&gt;
# Engineering and Atmospherics personnel are to restore the affected area to workable conditions.&lt;br /&gt;
&lt;br /&gt;
Severe meteor storms:&lt;br /&gt;
&lt;br /&gt;
# Personnel are to seek shelter in the most protected area of the station.&lt;br /&gt;
# Repair activities are to be postponed until the end of the storm.&lt;br /&gt;
# All personnel performing EVA duty are to immediately return to the station.&lt;br /&gt;
# At the conclusion of the storm Engineering personnel are to repair the station if feasible.&lt;br /&gt;
# In the event that repairs are not feasible, Engineering personnel are to focus on upholding the structural integrity of the sheltered area until the evacuation shuttle arrives.|header=There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.}}{{Pageframecollapse|title=Code Orange|color=ffa500|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command Member&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Evacuate non-engineering crew from the area.&lt;br /&gt;
# Direct crew to the evacuation shuttle upon its arrival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
# Secure areas with the exception of the Armory, Gravity Generator, and Vault should be given emergency access.&lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
# Medical personnel should be ready to treat a large number of disaster victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# If feasable, work with your department to first end the ongoing disaster, then repair the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the disaster area.&lt;br /&gt;
# Follow the directives of security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The evacuation shuttle should be called immediately. If the crew successfully ends the disaster, the shuttle should be recalled if the station is operational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loss of singularity containment&lt;br /&gt;
&lt;br /&gt;
# The Gravitational Singularity must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Gravitational Singularity&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.&lt;br /&gt;
&lt;br /&gt;
Supermatter crystal delamination:&lt;br /&gt;
# The Supermatter Crystal is to be vented to space.&lt;br /&gt;
# In such a case as the Supermatter Crystal containment was not equipped with a way to space the Crystal, the area around the Crystal is to be evacuated, and all personnel involved in the construction shall be fired and brigged for Destruction of Property and Endangerment.&lt;br /&gt;
&lt;br /&gt;
Loss of Tesla Ball containment:&lt;br /&gt;
# The Tesla Ball must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Tesla Ball. NOTE: it is extremely difficult to stop a loose Tesla Ball.&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.|header=There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.}}{{Pageframecollapse|title=Code Violet|color=8000FF|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two personnel with Command-Level Access, or one Captain-level access card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; A Viral Pathogen has infected a significant portion of the crew. In the event of a Viral Outbreak, all infected personnel are to direct themselves to Medbay immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medbay should be secured ASAP. Quarantine of infected is top priority.&lt;br /&gt;
# Should securing medbay not be possible, the evacuation shuttle arrival area should be secured. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Medical department, Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Chemistry is to immediately begin researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. Crew should be let into medical in a controlled manner.&lt;br /&gt;
# Any potentially infected personnel should be isolated.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel should self-quarantine to avoid infection. Shelter in a safe area and avoid those who are potentially infected.&lt;br /&gt;
# If you believe you are infected, calmly wait for the distribution of the cure at medbay.&lt;br /&gt;
# Once the threat has passed, work may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should the station threat become too high to handle, the emergency shuttle should be called.|header=A Viral Pathogen has infected a significant portion of the crew.}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous clarifications ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Line of succession:&#039;&#039;&#039; ===&lt;br /&gt;
If the captain dies and is unrecoverable for whatever reason, then a new captain must be selected.&lt;br /&gt;
&lt;br /&gt;
The line of succession is as follows:&lt;br /&gt;
&lt;br /&gt;
# Captain&lt;br /&gt;
# Head of Personnel&lt;br /&gt;
# Head of Security&lt;br /&gt;
# Crew member voted on by all available command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no heads are present the NT Representative on station will be made Captain and the evacuation shuttle should be called and alert set to red.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Command Clarifications:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Head of Personnel is considered second in line of succession for station Captain, but has equal rank to every other head of staff. &lt;br /&gt;
# Head of Personnel may hire/fire staff with the relevant department head&#039;s permission. &lt;br /&gt;
# Head of Personnel may not give orders to, or assign workers from any department other than service.&lt;br /&gt;
# Warden is considered second in command of security, however is not command staff.&lt;br /&gt;
# Passenger command falls under the Head of Personnel, but are not considered service department.&lt;br /&gt;
&lt;br /&gt;
== Non-Crew Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Docking and Visitors&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1.&#039;&#039;&#039; The station is encouraged to allow non-hostile visitors permission to dock and embark on the station station during green alert level.&lt;br /&gt;
# If a crewmember commits a crime aboard a Nanotrasen station, and then flees to an actively in-use unaffiliated vessel, asylum will be granted on the discretion of the vessel’s organization.&lt;br /&gt;
# The Captain may grant or deny visitor asylum at his discretion.&lt;br /&gt;
# Visitors may be granted any access the Captain deems appropriate.&lt;br /&gt;
# Visitors may be assigned an escort or searched upon entrance at the Captain’s discretion.&lt;br /&gt;
# At no times should the crew enter a visitor’s vessel without permission, search a visitor’s vessel, or otherwise infringe on their sovereignty.&lt;br /&gt;
# Visitors aboard an NT Vessel are subject to Space Law. Likewise, if a visitor breaks the law and then immediately flees to their own vessel, the &amp;quot;hot pursuit&amp;quot; doctrine applies and security may board to detain.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vessels&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Nanotrasen Space law does not apply on visitor shuttles and ships that are unaffiliated with any corporation.&lt;br /&gt;
# Any personnel aboard a vessel are under the legal authority of that vessel and may be legally fined, arrested, detained, and otherwise punished for infractions of the visitor&#039;s laws.&lt;br /&gt;
# Vessels belonging to organizations at war with Nanotrasen, vessels which attack a Nanotrasen facility or ship, and vessels engaged in obvious criminal activities are not protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Staff Handling Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hiring/Transfer Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# No new hires or transfers are permitted without contacting the relevant command member. If one is not available, promoting an Acting Head of Staff is recommended. See the command SOP for further information.&lt;br /&gt;
# Promotion to Acting command requires authorization by the Captain or Acting Captain.&lt;br /&gt;
# The following jobs require permission from Central Command before hiring/transfer is done: Captain, Head of Security, Head of Personnel.&lt;br /&gt;
# All new hires to the Security Department, are to be mindshield implanted and fully checked for unauthorized materials or suspicious communications.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Firing/Demotion Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# In the case of a full dismissal, the relevant ID is to be destroyed.&lt;br /&gt;
# In the case of a demotion, Civilian-level access is recommended. Alternatively, low requirement jobs such as Service Worker, Clown, or Janitor may be chosen.&lt;br /&gt;
# No dismissals or demotions are to be performed without authorization from the relevant Head of Staff or Captain. See command SOP for demotions of command.&lt;br /&gt;
# Personnel are to report to the Head of Personnel for dismissal/demotion. Failure to do so will lead to security detainment.&lt;br /&gt;
# After a legal dismissal/demotion order is given to the person dismissed/demoted, any activity inside the previously assigned Department is to be considered Trespassing/Major Trespassing, and any item kept from said Department is to be considered Petty Theft/Theft. It is recommended that dismissed/demoted personnel willingly and quickly turn in all restricted items and cooperate to avoid detainment by security.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Causes for Demotion and Dismissal&#039;&#039;&#039; ===&lt;br /&gt;
Refer to the above for dismissal authority. Ultimately, the decision to dismiss/demote any personnel falls to the relevant Head of Staff or Captain. This list is merely a recommendation.&lt;br /&gt;
&lt;br /&gt;
* Any medium-severe breach of Standard Operating Procedure without proper cause.&lt;br /&gt;
* Any medium crime or higher.&lt;br /&gt;
* Critical incompetence, or maliciously under performing.&lt;br /&gt;
* Refusal to follow legal and relevant orders by the respective Head of Staff.&lt;br /&gt;
** Legality and relevance of said orders are to be judged by the Captain or Head of Personnel.&lt;br /&gt;
* Creation of a hostile, or unsafe work environment.&lt;br /&gt;
** Personnel consistently berating, insulting, belittling, or otherwise treating their coworkers like dirt, should be immediately disciplined.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vote of No Confidence&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# A Vote of No Confidence is a method for crew to arrange for demotions of unfit command members. An exceptional reason must be provided. Detailed below are some potential reasons for demotion.&lt;br /&gt;
# Votes must be verified by a 3rd party who tabulates the votes, and additionally verifies the reasoning behind the vote. Unless involved in the dispute, the 3rd party must be the on-station Captain. If the captain is the target of the vote, central command will adjudicate the matter.&lt;br /&gt;
# If the 3rd party dismisses the vote reason, the target of the vote must have their position respected, not doing so may result in a demotion for creating an abusive work environment against them. If the department is understaffed or a tie occurs, the 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; party may be a tie breaker.&lt;br /&gt;
# Votes by departmental crew against their Head of Staff must pass with a 2/3 majority in favor of the vote for it to take effect.&lt;br /&gt;
# Votes by Command against their Captain must pass a simple majority in favor of the vote for it to take effect.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Money Accounts and Space Credits&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Individual Crew Members have sole ownership over their credits and may choose where to spend it, command or security members may not access crew credit accounts.&lt;br /&gt;
# Crew members not performing their primary duties, or who are otherwise going above and beyond the call of duty for their department &#039;&#039;&#039;&#039;&#039;may&#039;&#039;&#039;&#039;&#039; ask for compensation for services or products rendered. Department heads should prioritize a portion of all proceeds as being donated to the department budget (10-15%).&lt;br /&gt;
Below is a short list of things considered appropriate for certain departments to charge for, but is not comprehensive:&lt;br /&gt;
&lt;br /&gt;
* Bartenders creating mixed or elaborate drinks/drink orders.&lt;br /&gt;
* Engineering remodeling an area according to crew&#039;s specifications, rather than simply fixing it.&lt;br /&gt;
* Chemistry making specialized medicines through pills/patches.&lt;br /&gt;
* Medical offering medkits/medfab supplies to crew.&lt;br /&gt;
* Cargo prioritizing orders, or providing resources to crew members whose order does not match their department.&lt;br /&gt;
* Science creating/distributing non-departmental items to crew.&lt;br /&gt;
* Chef creating special dishes or custom orders.&lt;br /&gt;
* Botany creating special plants for specific crew members, when not supplying departments.&lt;br /&gt;
&lt;br /&gt;
== Emergency SOPs ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Emergency Response Teams&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Emergency Response Teams are only to be called when there is a Code Red-level threat or above.&lt;br /&gt;
# Emergency Response Teams are not to be called concurrently with the emergency shuttle. Pick one or the other.&lt;br /&gt;
# Emergency Response Teams are to be called when there is a major emergency aboard the station that the crew does not have the resources to address properly. Such as a high level security threat, massive station damage, paranormal activity, etc.&lt;br /&gt;
# Emergency Response Teams should not to be called without majority approval from Command.&lt;br /&gt;
# Emergency Response Teams officially outrank anyone short of a Central Command Officer, at the discretion of Central Command. Unless their actions are blatantly illegal and against the best interest of NanoTrasen, the crew, or the station, their orders are absolute.&lt;br /&gt;
----&lt;br /&gt;
== &#039;&#039;&#039;The Emergency Shuttle&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
# The Emergency Shuttle is not to be called concurrently with an Emergency Response Team. Pick one or the other.&lt;br /&gt;
# In the event of hostile biohazard lifeforms appearing on the station (such as deadly viruses, or Terror Spiders), Central Command is to be notified by red phone or fax before the Emergency Shuttle is called. Failure to do so may lead to the shuttle being recalled in order to enforce quarantine. CC may deny emergency shuttle requests to handle the biohazard.&lt;br /&gt;
# In the event that the Emergency Shuttle is called, all personnel are to assemble at the emergency shuttle docking area at 5 minutes before arrival.&lt;br /&gt;
# Forcing an early departure of the Emergency Shuttle is not permitted.&lt;br /&gt;
# All personnel in critical condition are to be given emergency aid ASAP.&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2156</id>
		<title>Template:Pageframecollapse</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2156"/>
		<updated>2026-05-03T08:52:08Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|888}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;{{{title}}}&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1em; background: #{{{color}}}4e&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{{header}}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;{{{content}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parameter Definitions ==&lt;br /&gt;
Any fields left intentionally blank should have &amp;quot;None&amp;quot; placed in them.&amp;lt;br&amp;gt;&lt;br /&gt;
If there are or will be any pages for a piece of information, make it a hyperlink.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;image&#039;&#039;&#039; The image used on both sides of the header&lt;br /&gt;
*&#039;&#039;&#039;title&#039;&#039;&#039; The title on the header&lt;br /&gt;
*&#039;&#039;&#039;header&#039;&#039;&#039; Blurb visible under the title before expanding&lt;br /&gt;
*&#039;&#039;&#039;content&#039;&#039;&#039; The actual contents of the frame&lt;br /&gt;
*&#039;&#039;&#039;color&#039;&#039;&#039; The color of the frame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=SOP&amp;diff=2155</id>
		<title>SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=SOP&amp;diff=2155"/>
		<updated>2026-05-03T08:51:17Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Porting of the rest of General SOP to SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Standard Operating Procedures =&lt;br /&gt;
&#039;&#039;&#039;Standard Operating Procedure&#039;&#039;&#039;, commonly referred to in-game as &#039;&#039;&#039;SOP&#039;&#039;&#039;, are written expectations as to the function and performance of the many jobs on NT-CC Consortium space stations. They server two purposes, one in-character, and one out-of-character.    &lt;br /&gt;
&lt;br /&gt;
In-character, SOP are the requirements written by [[NanoTrasen]] for [[Central Command]] for their contractors and sub-contractors. They are NanoTrasen&#039;s expectations for your behaviour, and breaking them makes Central Command look bad in NanoTrasen&#039;s eyes, something they&#039;d prefer to avoid. As such, while SOP is not of Central Command&#039;s making, they will enforce it unless there&#039;s something greater to be gained. One of the [[Nanotrasen Representative|Nanotrasen Representatives]] primary objectives is to ensure adherence to these contractual obligations, and they are an authority on the matter.    &lt;br /&gt;
&lt;br /&gt;
Out of character, SOP provides the bare-minimum expectations for what you should be able to accomplish in your position. If what is written in SOP doesn&#039;t sound like something you are willing or able to do, then you should not be playing that job. SOP are not server rules, but routinely ignoring them puts you potentially in violation of [[Server rules (Starlight)#Rule 6 – Your Character Must Make Sense|Server Rule #6]], as your character would have been fired long ago and therefore doesn&#039;t make sense in-character as a continued employee.    &lt;br /&gt;
&lt;br /&gt;
With that being said, nobody would be following workplace regulations if there&#039;s an active shooter, and the same goes for Space Station 14. Your character, unless they are trained to handle such situations (such as [[Security]]), is not at all expected to behave rationally during times of crisis. Your character should, above all, value their own life, regulations be damned. Hiding in lockers or on the ATS, assembling makeshift weapons and barricading your department, whatever you can imagine as long as it does not constitute [[Server rules (Starlight)#Rule 8 – No Validhunting|validhunting]].    &lt;br /&gt;
== Departmental SOPs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Captain.png|frameless]][[Command SOP]]&lt;br /&gt;
|[[File:Engineer.png|frameless]][[Engineering SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SECOFF.png|frameless]][[Security SOP]]&lt;br /&gt;
|[[File:Surgeon.png|frameless]][[Medical SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JANI.png|frameless]][[Service SOP]]&lt;br /&gt;
|[[File:SALVAGER.png|frameless]][[Cargo SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magistrate.png|frameless]][[Legal SOP]]&lt;br /&gt;
|[[File:SCIENTIST.png|frameless]][[Science SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Nanotrasen Rep Export.png|frameless]][[NanoTrasen Employee SOP]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
{{Pageframecollapse|title=Code Green|color=06402B|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; Default Alert Code at the start of the shift. Should not change unless a threat is suspected/confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All confirmed/suspected threats to the station and/or crew have been handled, or simply vanished on their own. Unless there is further evidence of a threat after 10+ minutes on Code Blue, Code Green should be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All weapons must not be visible unless in pursuit of a suspect. &lt;br /&gt;
# Armory weapons must remain inside of the brig, however may be used for training purposes. Lethal sidearms are allowed on all alert levels, however should only be used in emergencies. (mk58, WT550, etc.)&lt;br /&gt;
# Random searches are not permitted without a search warrant. However, searches may be conducted against an individual if a member of security or command has witnessed that individual committing a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas are to be left unbolted and ready to be used for their intended purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, gold for science, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# Although not required, crew are recommended to enable their suit sensors in case of injury.&lt;br /&gt;
# Crew members are advised to not wear hardsuits or emergency EVA suits, unless responding to an emergency or required for their job. These can make identification of crew difficult.|header=It is now safe to return to your workplaces.}}{{Pageframecollapse|title=Code Blue|color=0000cd|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, HoS, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a suspected threat on-board the station, or at a nearby location in space. This includes any evidence of hostile activity that has not damaged the station or crew. This may also include multiple eye witness testimonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 10+ minutes on Code Red without any hostile activity, Code Blue be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Weapons may be visible.&lt;br /&gt;
# Armory weapons are permitted outside of the brig on a selective basis. Should all of sec be required to use armory weapons, red alert should be called.&lt;br /&gt;
# Random searches are encouraged. Security personnel may detain any personnel refusing a random search to conduct the search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas may be bolted if attempted unauthorized access is likely based on previous evidence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A thorough check of all power sources is heavily encouraged.&lt;br /&gt;
# A thorough check of all atmospheric systems is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency access is recommended to be disabled from all medical entrances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel are to report any suspicious activity to the nearest member of Security, or use common radio if urgent.&lt;br /&gt;
# Personnel are highly encouraged to exercise caution, all crew should follow simple safety procedures (such as not going through Maintenance alone).&lt;br /&gt;
# Visitors to the station such as refugees are recommended to stay in public areas, for their safety.&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# All personnel are highly recommended to set their suit sensors to coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A role-call of all department personnel should be conducted. Any missing members should be reported to security.&lt;br /&gt;
# A disabler or flash should be carried at all times.&lt;br /&gt;
# Non-security Command members may request with permit further armament.|header=There is a suspected threat on-board the station, or at a nearby location in space.}}{{Pageframecollapse|title=Code Red|color=ff0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a confirmed, hostile threat on-board the station or nearby in space. This threat should pose active, recognizable, danger to the station and/or crew at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Random searches are fully permitted and recommended. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
# The security SOP will detail armament, armory, and safety procedures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Personnel are advised to shelter in place and comply with security&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
3. In special situations and repeated non-compliance, failure to comply with Security personnel may result in lethal force, at the discretion of the captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Revolution&lt;br /&gt;
&lt;br /&gt;
# All personnel are to comply with orders from Security, so long as said orders are lawful. Failure to do so is grounds for detainment and inspection of possessions, as well as possible Mindshield Implantation, at the discretion of the Head of Security, or Acting Head of Security.&lt;br /&gt;
# All personnel that are convicted of Medium Crimes or higher are to receive mandatory Mindshield Implantation. Similarly, if the number of suspected revolutionaries is more than 25% of the total crew, the Head of Security or Acting Head of Security may order random implantation of crew members.&lt;br /&gt;
# Lethal force is fully authorized if the number of active revolutionaries is more than 25% of the total crew, and said revolutionaries are actively hostile.&lt;br /&gt;
&lt;br /&gt;
Declarations of War&lt;br /&gt;
&lt;br /&gt;
# All weapons restrictions are lifted.&lt;br /&gt;
# Cargo should focus on requesting as many weapons as possible. Security is to be prioritized for distribution, but regular personnel may also be armed.&lt;br /&gt;
# Science is to conduct research ASAP. This is not negotiable. Science should work in tandem with Cargo in order to fabricate the weapons and equipment required to defend the station.&lt;br /&gt;
# Barricades, glass, and traps are recommended to counter the threat.&lt;br /&gt;
# The Evacuation Shuttle may be called at the discretion of Command. If the station is not damaged after the fighting has subsided, it is recommended that the crew finish the shift.|header=There is a confirmed, hostile threat on-board the station or nearby in space.}}{{Pageframecollapse|title=Code Gamma|color=ffc0cb|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Central Command. Use a Communications Console or Fax Machine if requested alert level is needed. Remember, Gamma is rarely called, for good reason. Having a well-written, concise fax that explains the situation to the best of your ability, as well as why it deserves Code Gamma being called, signed and stamped by the Captain or Acting Captain, goes a long way towards ensuring Gamma is provided. Remember, this is for extreme emergencies only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an existential threat to the station and crew, without central command intervention the station is likely to be lost. However, this threat is not dire enough to trigger destruction of the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Martial Law is enacted. Standard Operating Procedures and space law are suspended. Security personnel have authorization to perform any necessary actions to save the station. Personnel interfering with emergency procedures may be detained, and Security are cleared to use lethal force in response to any physical threat. Assault of Command, ERT, or Security, may be punished with immediate field execution.&lt;br /&gt;
# Random searches are fully permitted, allowed and encouraged. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# The Armory should be deployed, and Security are to secure its contents and distribute them to Security personnel in order to handle the threat. Non-Security personnel (including members of the Legal Sub-Department) are not to receive armory weapons unless issued by the Warden, Head of Security, or Captain.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas are limited to command, security, and Central Command personnel. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas should be bolted down, but may be left unbolted by order of command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow personnel to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All personnel are to set their suit sensors to coordinates.&lt;br /&gt;
# Personnel must shelter in their departments or closest safe area, unless specifically requested by Central Command personnel, Security, or Command members.&lt;br /&gt;
## Exceptions will be made for crew who may have skills exceptionally useful. (Such as engineering, atmospheric, or medical personnel.)&lt;br /&gt;
# Visitors to the station are to remain inside the Bar, Library, or Dormitories.&lt;br /&gt;
&lt;br /&gt;
Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew. Failure to do so may lead to their arrest for Creating a Workplace Hazard.|header=There is an existential threat to the station and crew, without central command intervention the station is likely to be lost.}}{{Pageframecollapse|title=Code Delta|color=8b0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Automatically called when the on-board Nuclear Fission Device has been activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; The on-board Nuclear Fission Device has been activated by Command, Central Command personnel, or hostile personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case of hostile factions arming the device, defusing the bomb is not recommended. Security personnel are to escort all other personnel off-station.&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all Security personnel are to stand down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Crew are allowed to enter secure areas. Procedures irrelevant. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case that antagonistic forces that have armed a nuclear device, all non-vital personnel are to evacuate off-station immediately;&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all personnel are to stand down.|header=The on-board Nuclear Fission Device has been activated.}}{{Pageframecollapse|title=Code Yellow|color=ffff00|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any command member. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cordon off the dangerous area.&lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Prevent non-engineering crew from accessing the damaged area.&lt;br /&gt;
# Prevent further disruption to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medical personnel should be ready to treat disaster victims.&lt;br /&gt;
# Paramedics should work with those at the incident location to triage patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# Work with your department and security to cordon off and investigate the area.&lt;br /&gt;
# Work quickly to make the area safe again. Once safe, further repairs may be conducted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the damaged areas.&lt;br /&gt;
# Report any suspicious activity to security present in damaged areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Massive fires and poisonous gas releases:&lt;br /&gt;
&lt;br /&gt;
# All non-Engineering and Atmospheric personnel are to vacate the area.&lt;br /&gt;
# Firelock systems are to be used only by Engineering and Atmospheric crew; Otherwise deliberately opening firelocks during a fire/poisonous gas release in affected areas will be considered Destruction of Property/Mass Destruction.&lt;br /&gt;
# Engineering and Atmospherics personnel are to restore the affected area to workable conditions.&lt;br /&gt;
&lt;br /&gt;
Severe meteor storms:&lt;br /&gt;
&lt;br /&gt;
# Personnel are to seek shelter in the most protected area of the station.&lt;br /&gt;
# Repair activities are to be postponed until the end of the storm.&lt;br /&gt;
# All personnel performing EVA duty are to immediately return to the station.&lt;br /&gt;
# At the conclusion of the storm Engineering personnel are to repair the station if feasible.&lt;br /&gt;
# In the event that repairs are not feasible, Engineering personnel are to focus on upholding the structural integrity of the sheltered area until the evacuation shuttle arrives.|header=There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.}}{{Pageframecollapse|title=Code Orange|color=ffa500|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command Member&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Evacuate non-engineering crew from the area.&lt;br /&gt;
# Direct crew to the evacuation shuttle upon its arrival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
# Secure areas with the exception of the Armory, Gravity Generator, and Vault should be given emergency access.&lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
# Medical personnel should be ready to treat a large number of disaster victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# If feasable, work with your department to first end the ongoing disaster, then repair the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the disaster area.&lt;br /&gt;
# Follow the directives of security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The evacuation shuttle should be called immediately. If the crew successfully ends the disaster, the shuttle should be recalled if the station is operational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loss of singularity containment&lt;br /&gt;
&lt;br /&gt;
# The Gravitational Singularity must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Gravitational Singularity&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.&lt;br /&gt;
&lt;br /&gt;
Supermatter crystal delamination:&lt;br /&gt;
# The Supermatter Crystal is to be vented to space.&lt;br /&gt;
# In such a case as the Supermatter Crystal containment was not equipped with a way to space the Crystal, the area around the Crystal is to be evacuated, and all personnel involved in the construction shall be fired and brigged for Destruction of Property and Endangerment.&lt;br /&gt;
&lt;br /&gt;
Loss of Tesla Ball containment:&lt;br /&gt;
# The Tesla Ball must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Tesla Ball. NOTE: it is extremely difficult to stop a loose Tesla Ball.&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.|header=There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.}}{{Pageframecollapse|title=Code Violet|color=8000FF|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two personnel with Command-Level Access, or one Captain-level access card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; A Viral Pathogen has infected a significant portion of the crew. In the event of a Viral Outbreak, all infected personnel are to direct themselves to Medbay immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medbay should be secured ASAP. Quarantine of infected is top priority.&lt;br /&gt;
# Should securing medbay not be possible, the evacuation shuttle arrival area should be secured. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Medical department, Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Chemistry is to immediately begin researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. Crew should be let into medical in a controlled manner.&lt;br /&gt;
# Any potentially infected personnel should be isolated.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel should self-quarantine to avoid infection. Shelter in a safe area and avoid those who are potentially infected.&lt;br /&gt;
# If you believe you are infected, calmly wait for the distribution of the cure at medbay.&lt;br /&gt;
# Once the threat has passed, work may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should the station threat become too high to handle, the emergency shuttle should be called.|header=A Viral Pathogen has infected a significant portion of the crew.}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous clarifications ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Line of succession:&#039;&#039;&#039; ===&lt;br /&gt;
If the captain dies and is unrecoverable for whatever reason, then a new captain must be selected.&lt;br /&gt;
&lt;br /&gt;
The line of succession is as follows:&lt;br /&gt;
&lt;br /&gt;
# Captain&lt;br /&gt;
# Head of Personnel&lt;br /&gt;
# Head of Security&lt;br /&gt;
# Crew member voted on by all available command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no heads are present the NT Representative on station will be made Captain and the evacuation shuttle should be called and alert set to red.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Command Clarifications:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Head of Personnel is considered second in line of succession for station Captain, but has equal rank to every other head of staff. &lt;br /&gt;
# Head of Personnel may hire/fire staff with the relevant department head&#039;s permission. &lt;br /&gt;
# Head of Personnel may not give orders to, or assign workers from any department other than service.&lt;br /&gt;
# Warden is considered second in command of security, however is not command staff.&lt;br /&gt;
# Passenger command falls under the Head of Personnel, but are not considered service department.&lt;br /&gt;
&lt;br /&gt;
== Non-Crew Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Docking and Visitors&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1.&#039;&#039;&#039; The station is encouraged to allow non-hostile visitors permission to dock and embark on the station station during green alert level.&lt;br /&gt;
# If a crewmember commits a crime aboard a Nanotrasen station, and then flees to an actively in-use unaffiliated vessel, asylum will be granted on the discretion of the vessel’s organization.&lt;br /&gt;
# The Captain may grant or deny visitor asylum at his discretion.&lt;br /&gt;
# Visitors may be granted any access the Captain deems appropriate.&lt;br /&gt;
# Visitors may be assigned an escort or searched upon entrance at the Captain’s discretion.&lt;br /&gt;
# At no times should the crew enter a visitor’s vessel without permission, search a visitor’s vessel, or otherwise infringe on their sovereignty.&lt;br /&gt;
# Visitors aboard an NT Vessel are subject to Space Law. Likewise, if a visitor breaks the law and then immediately flees to their own vessel, the &amp;quot;hot pursuit&amp;quot; doctrine applies and security may board to detain.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vessels&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Nanotrasen Space law does not apply on visitor shuttles and ships that are unaffiliated with any corporation.&lt;br /&gt;
# Any personnel aboard a vessel are under the legal authority of that vessel and may be legally fined, arrested, detained, and otherwise punished for infractions of the visitor&#039;s laws.&lt;br /&gt;
# Vessels belonging to organizations at war with Nanotrasen, vessels which attack a Nanotrasen facility or ship, and vessels engaged in obvious criminal activities are not protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Staff Handling Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hiring/Transfer Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# No new hires or transfers are permitted without contacting the relevant command member. If one is not available, promoting an Acting Head of Staff is recommended. See the command SOP for further information.&lt;br /&gt;
# Promotion to Acting command requires authorization by the Captain or Acting Captain.&lt;br /&gt;
# The following jobs require permission from Central Command before hiring/transfer is done: Captain, Head of Security, Head of Personnel.&lt;br /&gt;
# All new hires to the Security Department, are to be mindshield implanted and fully checked for unauthorized materials or suspicious communications.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Firing/Demotion Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# In the case of a full dismissal, the relevant ID is to be destroyed.&lt;br /&gt;
# In the case of a demotion, Civilian-level access is recommended. Alternatively, low requirement jobs such as Service Worker, Clown, or Janitor may be chosen.&lt;br /&gt;
# No dismissals or demotions are to be performed without authorization from the relevant Head of Staff or Captain. See command SOP for demotions of command.&lt;br /&gt;
# Personnel are to report to the Head of Personnel for dismissal/demotion. Failure to do so will lead to security detainment.&lt;br /&gt;
# After a legal dismissal/demotion order is given to the person dismissed/demoted, any activity inside the previously assigned Department is to be considered Trespassing/Major Trespassing, and any item kept from said Department is to be considered Petty Theft/Theft. It is recommended that dismissed/demoted personnel willingly and quickly turn in all restricted items and cooperate to avoid detainment by security.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Causes for Demotion and Dismissal&#039;&#039;&#039; ===&lt;br /&gt;
Refer to the above for dismissal authority. Ultimately, the decision to dismiss/demote any personnel falls to the relevant Head of Staff or Captain. This list is merely a recommendation.&lt;br /&gt;
&lt;br /&gt;
* Any medium-severe breach of Standard Operating Procedure without proper cause.&lt;br /&gt;
* Any medium crime or higher.&lt;br /&gt;
* Critical incompetence, or maliciously under performing.&lt;br /&gt;
* Refusal to follow legal and relevant orders by the respective Head of Staff.&lt;br /&gt;
** Legality and relevance of said orders are to be judged by the Captain or Head of Personnel.&lt;br /&gt;
* Creation of a hostile, or unsafe work environment.&lt;br /&gt;
** Personnel consistently berating, insulting, belittling, or otherwise treating their coworkers like dirt, should be immediately disciplined.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vote of No Confidence&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# A Vote of No Confidence is a method for crew to arrange for demotions of unfit command members. An exceptional reason must be provided. Detailed below are some potential reasons for demotion.&lt;br /&gt;
# Votes must be verified by a 3rd party who tabulates the votes, and additionally verifies the reasoning behind the vote. Unless involved in the dispute, the 3rd party must be the on-station Captain. If the captain is the target of the vote, central command will adjudicate the matter.&lt;br /&gt;
# If the 3rd party dismisses the vote reason, the target of the vote must have their position respected, not doing so may result in a demotion for creating an abusive work environment against them. If the department is understaffed or a tie occurs, the 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; party may be a tie breaker.&lt;br /&gt;
# Votes by departmental crew against their Head of Staff must pass with a 2/3 majority in favor of the vote for it to take effect.&lt;br /&gt;
# Votes by Command against their Captain must pass a simple majority in favor of the vote for it to take effect.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Money Accounts and Space Credits&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Individual Crew Members have sole ownership over their credits and may choose where to spend it, command or security members may not access crew credit accounts.&lt;br /&gt;
# Crew members not performing their primary duties, or who are otherwise going above and beyond the call of duty for their department &#039;&#039;&#039;&#039;&#039;may&#039;&#039;&#039;&#039;&#039; ask for compensation for services or products rendered. Department heads should prioritize a portion of all proceeds as being donated to the department budget (10-15%).&lt;br /&gt;
Below is a short list of things considered appropriate for certain departments to charge for, but is not comprehensive:&lt;br /&gt;
&lt;br /&gt;
* Bartenders creating mixed or elaborate drinks/drink orders.&lt;br /&gt;
* Engineering remodeling an area according to crew&#039;s specifications, rather than simply fixing it.&lt;br /&gt;
* Chemistry making specialized medicines through pills/patches.&lt;br /&gt;
* Medical offering medkits/medfab supplies to crew.&lt;br /&gt;
* Cargo prioritizing orders, or providing resources to crew members whose order does not match their department.&lt;br /&gt;
* Science creating/distributing non-departmental items to crew.&lt;br /&gt;
* Chef creating special dishes or custom orders.&lt;br /&gt;
* Botany creating special plants for specific crew members, when not supplying departments.&lt;br /&gt;
&lt;br /&gt;
== Emergency SOPs ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Emergency Response Teams&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Emergency Response Teams are only to be called when there is a Code Red-level threat or above.&lt;br /&gt;
# Emergency Response Teams are not to be called concurrently with the emergency shuttle. Pick one or the other.&lt;br /&gt;
# Emergency Response Teams are to be called when there is a major emergency aboard the station that the crew does not have the resources to address properly. Such as a high level security threat, massive station damage, paranormal activity, etc.&lt;br /&gt;
# Emergency Response Teams should not to be called without majority approval from Command.&lt;br /&gt;
# Emergency Response Teams officially outrank anyone short of a Central Command Officer, at the discretion of Central Command. Unless their actions are blatantly illegal and against the best interest of NanoTrasen, the crew, or the station, their orders are absolute.&lt;br /&gt;
----&lt;br /&gt;
== &#039;&#039;&#039;The Emergency Shuttle&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
# The Emergency Shuttle is not to be called concurrently with an Emergency Response Team. Pick one or the other.&lt;br /&gt;
# In the event of hostile biohazard lifeforms appearing on the station (such as deadly viruses, or Terror Spiders), Central Command is to be notified by red phone or fax before the Emergency Shuttle is called. Failure to do so may lead to the shuttle being recalled in order to enforce quarantine. CC may deny emergency shuttle requests to handle the biohazard.&lt;br /&gt;
# In the event that the Emergency Shuttle is called, all personnel are to assemble at the emergency shuttle docking area at 5 minutes before arrival.&lt;br /&gt;
# Forcing an early departure of the Emergency Shuttle is not permitted.&lt;br /&gt;
# All personnel in critical condition are to be given emergency aid ASAP.&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=SOP&amp;diff=2154</id>
		<title>SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=SOP&amp;diff=2154"/>
		<updated>2026-05-03T08:46:55Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Standard Operating Procedures =&lt;br /&gt;
&#039;&#039;&#039;Standard Operating Procedure&#039;&#039;&#039;, commonly referred to in-game as &#039;&#039;&#039;SOP&#039;&#039;&#039;, are written expectations as to the function and performance of the many jobs on NT-CC Consortium space stations. They server two purposes, one in-character, and one out-of-character.    &lt;br /&gt;
&lt;br /&gt;
In-character, SOP are the requirements written by [[NanoTrasen]] for [[Central Command]] for their contractors and sub-contractors. They are NanoTrasen&#039;s expectations for your behaviour, and breaking them makes Central Command look bad in NanoTrasen&#039;s eyes, something they&#039;d prefer to avoid. As such, while SOP is not of Central Command&#039;s making, they will enforce it unless there&#039;s something greater to be gained. One of the [[Nanotrasen Representative|Nanotrasen Representatives]] primary objectives is to ensure adherence to these contractual obligations, and they are an authority on the matter.    &lt;br /&gt;
&lt;br /&gt;
Out of character, SOP provides the bare-minimum expectations for what you should be able to accomplish in your position. If what is written in SOP doesn&#039;t sound like something you are willing or able to do, then you should not be playing that job. SOP are not server rules, but routinely ignoring them puts you potentially in violation of [[Server rules (Starlight)#Rule 6 – Your Character Must Make Sense|Server Rule #6]], as your character would have been fired long ago and therefore doesn&#039;t make sense in-character as a continued employee.    &lt;br /&gt;
&lt;br /&gt;
With that being said, nobody would be following workplace regulations if there&#039;s an active shooter, and the same goes for Space Station 14. Your character, unless they are trained to handle such situations (such as [[Security]]), is not at all expected to behave rationally during times of crisis. Your character should, above all, value their own life, regulations be damned. Hiding in lockers or on the ATS, assembling makeshift weapons and barricading your department, whatever you can imagine as long as it does not constitute [[Server rules (Starlight)#Rule 8 – No Validhunting|validhunting]].    &lt;br /&gt;
== Departmental SOPs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Captain.png|frameless]][[Command SOP]]&lt;br /&gt;
|[[File:Engineer.png|frameless]][[Engineering SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SECOFF.png|frameless]][[Security SOP]]&lt;br /&gt;
|[[File:Surgeon.png|frameless]][[Medical SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JANI.png|frameless]][[Service SOP]]&lt;br /&gt;
|[[File:SALVAGER.png|frameless]][[Cargo SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magistrate.png|frameless]][[Legal SOP]]&lt;br /&gt;
|[[File:SCIENTIST.png|frameless]][[Science SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Nanotrasen Rep Export.png|frameless]][[NanoTrasen Employee SOP]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
{{Pageframecollapse|title=Code Green|color=06402B|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; Default Alert Code at the start of the shift. Should not change unless a threat is suspected/confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All confirmed/suspected threats to the station and/or crew have been handled, or simply vanished on their own. Unless there is further evidence of a threat after 10+ minutes on Code Blue, Code Green should be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All weapons must not be visible unless in pursuit of a suspect. &lt;br /&gt;
# Armory weapons must remain inside of the brig, however may be used for training purposes. Lethal sidearms are allowed on all alert levels, however should only be used in emergencies. (mk58, WT550, etc.)&lt;br /&gt;
# Random searches are not permitted without a search warrant. However, searches may be conducted against an individual if a member of security or command has witnessed that individual committing a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas are to be left unbolted and ready to be used for their intended purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, gold for science, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# Although not required, crew are recommended to enable their suit sensors in case of injury.&lt;br /&gt;
# Crew members are advised to not wear hardsuits or emergency EVA suits, unless responding to an emergency or required for their job. These can make identification of crew difficult.|header=It is now safe to return to your workplaces.}}{{Pageframecollapse|title=Code Blue|color=0000cd|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, HoS, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a suspected threat on-board the station, or at a nearby location in space. This includes any evidence of hostile activity that has not damaged the station or crew. This may also include multiple eye witness testimonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 10+ minutes on Code Red without any hostile activity, Code Blue be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Weapons may be visible.&lt;br /&gt;
# Armory weapons are permitted outside of the brig on a selective basis. Should all of sec be required to use armory weapons, red alert should be called.&lt;br /&gt;
# Random searches are encouraged. Security personnel may detain any personnel refusing a random search to conduct the search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas may be bolted if attempted unauthorized access is likely based on previous evidence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A thorough check of all power sources is heavily encouraged.&lt;br /&gt;
# A thorough check of all atmospheric systems is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency access is recommended to be disabled from all medical entrances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel are to report any suspicious activity to the nearest member of Security, or use common radio if urgent.&lt;br /&gt;
# Personnel are highly encouraged to exercise caution, all crew should follow simple safety procedures (such as not going through Maintenance alone).&lt;br /&gt;
# Visitors to the station such as refugees are recommended to stay in public areas, for their safety.&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# All personnel are highly recommended to set their suit sensors to coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A role-call of all department personnel should be conducted. Any missing members should be reported to security.&lt;br /&gt;
# A disabler or flash should be carried at all times.&lt;br /&gt;
# Non-security Command members may request with permit further armament.|header=There is a suspected threat on-board the station, or at a nearby location in space.}}{{Pageframecollapse|title=Code Red|color=ff0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a confirmed, hostile threat on-board the station or nearby in space. This threat should pose active, recognizable, danger to the station and/or crew at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Random searches are fully permitted and recommended. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
# The security SOP will detail armament, armory, and safety procedures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Personnel are advised to shelter in place and comply with security&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
3. In special situations and repeated non-compliance, failure to comply with Security personnel may result in lethal force, at the discretion of the captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Revolution&lt;br /&gt;
&lt;br /&gt;
# All personnel are to comply with orders from Security, so long as said orders are lawful. Failure to do so is grounds for detainment and inspection of possessions, as well as possible Mindshield Implantation, at the discretion of the Head of Security, or Acting Head of Security.&lt;br /&gt;
# All personnel that are convicted of Medium Crimes or higher are to receive mandatory Mindshield Implantation. Similarly, if the number of suspected revolutionaries is more than 25% of the total crew, the Head of Security or Acting Head of Security may order random implantation of crew members.&lt;br /&gt;
# Lethal force is fully authorized if the number of active revolutionaries is more than 25% of the total crew, and said revolutionaries are actively hostile.&lt;br /&gt;
&lt;br /&gt;
Declarations of War&lt;br /&gt;
&lt;br /&gt;
# All weapons restrictions are lifted.&lt;br /&gt;
# Cargo should focus on requesting as many weapons as possible. Security is to be prioritized for distribution, but regular personnel may also be armed.&lt;br /&gt;
# Science is to conduct research ASAP. This is not negotiable. Science should work in tandem with Cargo in order to fabricate the weapons and equipment required to defend the station.&lt;br /&gt;
# Barricades, glass, and traps are recommended to counter the threat.&lt;br /&gt;
# The Evacuation Shuttle may be called at the discretion of Command. If the station is not damaged after the fighting has subsided, it is recommended that the crew finish the shift.|header=There is a confirmed, hostile threat on-board the station or nearby in space.}}{{Pageframecollapse|title=Code Gamma|color=ffc0cb|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Central Command. Use a Communications Console or Fax Machine if requested alert level is needed. Remember, Gamma is rarely called, for good reason. Having a well-written, concise fax that explains the situation to the best of your ability, as well as why it deserves Code Gamma being called, signed and stamped by the Captain or Acting Captain, goes a long way towards ensuring Gamma is provided. Remember, this is for extreme emergencies only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an existential threat to the station and crew, without central command intervention the station is likely to be lost. However, this threat is not dire enough to trigger destruction of the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Martial Law is enacted. Standard Operating Procedures and space law are suspended. Security personnel have authorization to perform any necessary actions to save the station. Personnel interfering with emergency procedures may be detained, and Security are cleared to use lethal force in response to any physical threat. Assault of Command, ERT, or Security, may be punished with immediate field execution.&lt;br /&gt;
# Random searches are fully permitted, allowed and encouraged. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# The Armory should be deployed, and Security are to secure its contents and distribute them to Security personnel in order to handle the threat. Non-Security personnel (including members of the Legal Sub-Department) are not to receive armory weapons unless issued by the Warden, Head of Security, or Captain.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas are limited to command, security, and Central Command personnel. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas should be bolted down, but may be left unbolted by order of command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow personnel to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All personnel are to set their suit sensors to coordinates.&lt;br /&gt;
# Personnel must shelter in their departments or closest safe area, unless specifically requested by Central Command personnel, Security, or Command members.&lt;br /&gt;
## Exceptions will be made for crew who may have skills exceptionally useful. (Such as engineering, atmospheric, or medical personnel.)&lt;br /&gt;
# Visitors to the station are to remain inside the Bar, Library, or Dormitories.&lt;br /&gt;
&lt;br /&gt;
Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew. Failure to do so may lead to their arrest for Creating a Workplace Hazard.|header=There is an existential threat to the station and crew, without central command intervention the station is likely to be lost.}}{{Pageframecollapse|title=Code Delta|color=8b0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Automatically called when the on-board Nuclear Fission Device has been activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; The on-board Nuclear Fission Device has been activated by Command, Central Command personnel, or hostile personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case of hostile factions arming the device, defusing the bomb is not recommended. Security personnel are to escort all other personnel off-station.&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all Security personnel are to stand down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Crew are allowed to enter secure areas. Procedures irrelevant. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case that antagonistic forces that have armed a nuclear device, all non-vital personnel are to evacuate off-station immediately;&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all personnel are to stand down.|header=The on-board Nuclear Fission Device has been activated.}}{{Pageframecollapse|title=Code Yellow|color=ffff00|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any command member. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cordon off the dangerous area.&lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Prevent non-engineering crew from accessing the damaged area.&lt;br /&gt;
# Prevent further disruption to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medical personnel should be ready to treat disaster victims.&lt;br /&gt;
# Paramedics should work with those at the incident location to triage patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# Work with your department and security to cordon off and investigate the area.&lt;br /&gt;
# Work quickly to make the area safe again. Once safe, further repairs may be conducted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the damaged areas.&lt;br /&gt;
# Report any suspicious activity to security present in damaged areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Massive fires and poisonous gas releases:&lt;br /&gt;
&lt;br /&gt;
# All non-Engineering and Atmospheric personnel are to vacate the area.&lt;br /&gt;
# Firelock systems are to be used only by Engineering and Atmospheric crew; Otherwise deliberately opening firelocks during a fire/poisonous gas release in affected areas will be considered Destruction of Property/Mass Destruction.&lt;br /&gt;
# Engineering and Atmospherics personnel are to restore the affected area to workable conditions.&lt;br /&gt;
&lt;br /&gt;
Severe meteor storms:&lt;br /&gt;
&lt;br /&gt;
# Personnel are to seek shelter in the most protected area of the station.&lt;br /&gt;
# Repair activities are to be postponed until the end of the storm.&lt;br /&gt;
# All personnel performing EVA duty are to immediately return to the station.&lt;br /&gt;
# At the conclusion of the storm Engineering personnel are to repair the station if feasible.&lt;br /&gt;
# In the event that repairs are not feasible, Engineering personnel are to focus on upholding the structural integrity of the sheltered area until the evacuation shuttle arrives.|header=There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.}}{{Pageframecollapse|title=Code Orange|color=ffa500|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command Member&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Evacuate non-engineering crew from the area.&lt;br /&gt;
# Direct crew to the evacuation shuttle upon its arrival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
# Secure areas with the exception of the Armory, Gravity Generator, and Vault should be given emergency access.&lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
# Medical personnel should be ready to treat a large number of disaster victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# If feasable, work with your department to first end the ongoing disaster, then repair the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the disaster area.&lt;br /&gt;
# Follow the directives of security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The evacuation shuttle should be called immediately. If the crew successfully ends the disaster, the shuttle should be recalled if the station is operational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loss of singularity containment&lt;br /&gt;
&lt;br /&gt;
# The Gravitational Singularity must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Gravitational Singularity&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.&lt;br /&gt;
&lt;br /&gt;
Supermatter crystal delamination:&lt;br /&gt;
# The Supermatter Crystal is to be vented to space.&lt;br /&gt;
# In such a case as the Supermatter Crystal containment was not equipped with a way to space the Crystal, the area around the Crystal is to be evacuated, and all personnel involved in the construction shall be fired and brigged for Destruction of Property and Endangerment.&lt;br /&gt;
&lt;br /&gt;
Loss of Tesla Ball containment:&lt;br /&gt;
# The Tesla Ball must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Tesla Ball. NOTE: it is extremely difficult to stop a loose Tesla Ball.&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.|header=There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.}}{{Pageframecollapse|title=Code Violet|color=8000FF|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two personnel with Command-Level Access, or one Captain-level access card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; A Viral Pathogen has infected a significant portion of the crew. In the event of a Viral Outbreak, all infected personnel are to direct themselves to Medbay immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medbay should be secured ASAP. Quarantine of infected is top priority.&lt;br /&gt;
# Should securing medbay not be possible, the evacuation shuttle arrival area should be secured. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Medical department, Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Chemistry is to immediately begin researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. Crew should be let into medical in a controlled manner.&lt;br /&gt;
# Any potentially infected personnel should be isolated.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel should self-quarantine to avoid infection. Shelter in a safe area and avoid those who are potentially infected.&lt;br /&gt;
# If you believe you are infected, calmly wait for the distribution of the cure at medbay.&lt;br /&gt;
# Once the threat has passed, work may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should the station threat become too high to handle, the emergency shuttle should be called.|header=A Viral Pathogen has infected a significant portion of the crew.}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=SOP&amp;diff=2153</id>
		<title>SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=SOP&amp;diff=2153"/>
		<updated>2026-05-03T08:45:07Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Major overhaul of SOP page layout and rewrite of flavor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Standard Operating Procedures =&lt;br /&gt;
&#039;&#039;&#039;Standard Operating Procedure&#039;&#039;&#039;, commonly referred to in-game as &#039;&#039;&#039;SOP&#039;&#039;&#039;, are written expectations as to the function and performance of the many jobs on NT-CC Consortium space stations. They server two purposes, one in-character, and one out-of-character.    &lt;br /&gt;
&lt;br /&gt;
In-character, SOP are the requirements written by [[NanoTrasen]] for [[Central Command]] for their contractors and sub-contractors. They are NanoTrasen&#039;s expectations for your behaviour, and breaking them makes Central Command look bad in NanoTrasen&#039;s eyes, something they&#039;d prefer to avoid. As such, while SOP is not of Central Command&#039;s making, they will enforce it unless there&#039;s something greater to be gained. One of the [[Nanotrasen Representative|Nanotrasen Representatives]] primary objectives is to ensure adherence to these contractual obligations, and they are an authority on the matter.    &lt;br /&gt;
&lt;br /&gt;
Out of character, SOP provides the bare-minimum expectations for what you should be able to accomplish in your position. If what is written in SOP doesn&#039;t sound like something you are willing or able to do, then you should not be playing that job. SOP are not server rules, but routinely ignoring them puts you potentially in violation of [[Server rules (Starlight)#Rule 6 – Your Character Must Make Sense|Server Rule #6]], as your character would have been fired long ago and therefore doesn&#039;t make sense in-character as a continued employee.    &lt;br /&gt;
&lt;br /&gt;
With that being said, nobody would be following workplace regulations if there&#039;s an active shooter, and the same goes for Space Station 14. Your character, unless they are trained to handle such situations (such as [[Security]]), is not at all expected to behave rationally during times of crisis. Your character should, above all, value their own life, regulations be damned. Hiding in lockers or on the ATS, assembling makeshift weapons and barricading your department, whatever you can imagine as long as it does not constitute [[Server rules (Starlight)#Rule 8 – No Validhunting|validhunting]].    &lt;br /&gt;
== Departmental SOPs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Captain.png|frameless]][[Command SOP]]&lt;br /&gt;
|[[File:Engineer.png|frameless]][[Engineering SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SECOFF.png|frameless]][[Security SOP]]&lt;br /&gt;
|[[File:Surgeon.png|frameless]][[Medical SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JANI.png|frameless]][[Service SOP]]&lt;br /&gt;
|[[File:SALVAGER.png|frameless]][[Cargo SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magistrate.png|frameless]][[Legal SOP]]&lt;br /&gt;
|[[File:SCIENTIST.png|frameless]][[Science SOP]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Nanotrasen Rep Export.png|frameless]][[NanoTrasen Employee SOP]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
{{Pageframecollapse|title=Code Green|color=06402B|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; Default Alert Code at the start of the shift. Should not change unless a threat is suspected/confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All confirmed/suspected threats to the station and/or crew have been handled, or simply vanished on their own. Unless there is further evidence of a threat after 10+ minutes on Code Blue, Code Green should be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All weapons must not be visible unless in pursuit of a suspect. &lt;br /&gt;
# Armory weapons must remain inside of the brig, however may be used for training purposes. Lethal sidearms are allowed on all alert levels, however should only be used in emergencies. (mk58, WT550, etc.)&lt;br /&gt;
# Random searches are not permitted without a search warrant. However, searches may be conducted against an individual if a member of security or command has witnessed that individual committing a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas are to be left unbolted and ready to be used for their intended purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, gold for science, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# Although not required, crew are recommended to enable their suit sensors in case of injury.&lt;br /&gt;
# Crew members are advised to not wear hardsuits or emergency EVA suits, unless responding to an emergency or required for their job. These can make identification of crew difficult.|header=It is now safe to return to your workplaces.}}{{Pageframecollapse|title=Code Blue|color=0000cd|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, HoS, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a suspected threat on-board the station, or at a nearby location in space. This includes any evidence of hostile activity that has not damaged the station or crew. This may also include multiple eye witness testimonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 10+ minutes on Code Red without any hostile activity, Code Blue be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Weapons may be visible.&lt;br /&gt;
# Armory weapons are permitted outside of the brig on a selective basis. Should all of sec be required to use armory weapons, red alert should be called.&lt;br /&gt;
# Random searches are encouraged. Security personnel may detain any personnel refusing a random search to conduct the search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas may be bolted if attempted unauthorized access is likely based on previous evidence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A thorough check of all power sources is heavily encouraged.&lt;br /&gt;
# A thorough check of all atmospheric systems is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency access is recommended to be disabled from all medical entrances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel are to report any suspicious activity to the nearest member of Security, or use common radio if urgent.&lt;br /&gt;
# Personnel are highly encouraged to exercise caution, all crew should follow simple safety procedures (such as not going through Maintenance alone).&lt;br /&gt;
# Visitors to the station such as refugees are recommended to stay in public areas, for their safety.&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# All personnel are highly recommended to set their suit sensors to coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A role-call of all department personnel should be conducted. Any missing members should be reported to security.&lt;br /&gt;
# A disabler or flash should be carried at all times.&lt;br /&gt;
# Non-security Command members may request with permit further armament.|header=There is a suspected threat on-board the station, or at a nearby location in space. This includes any evidence of hostile activity that has not damaged the station or crew. This may also include multiple eye witness testimonies.}}{{Pageframecollapse|title=Code Red|color=ff0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a confirmed, hostile threat on-board the station or nearby in space. This threat should pose active, recognizable, danger to the station and/or crew at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Random searches are fully permitted and recommended. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
# The security SOP will detail armament, armory, and safety procedures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Personnel are advised to shelter in place and comply with security&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
3. In special situations and repeated non-compliance, failure to comply with Security personnel may result in lethal force, at the discretion of the captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Revolution&lt;br /&gt;
&lt;br /&gt;
# All personnel are to comply with orders from Security, so long as said orders are lawful. Failure to do so is grounds for detainment and inspection of possessions, as well as possible Mindshield Implantation, at the discretion of the Head of Security, or Acting Head of Security.&lt;br /&gt;
# All personnel that are convicted of Medium Crimes or higher are to receive mandatory Mindshield Implantation. Similarly, if the number of suspected revolutionaries is more than 25% of the total crew, the Head of Security or Acting Head of Security may order random implantation of crew members.&lt;br /&gt;
# Lethal force is fully authorized if the number of active revolutionaries is more than 25% of the total crew, and said revolutionaries are actively hostile.&lt;br /&gt;
&lt;br /&gt;
Declarations of War&lt;br /&gt;
&lt;br /&gt;
# All weapons restrictions are lifted.&lt;br /&gt;
# Cargo should focus on requesting as many weapons as possible. Security is to be prioritized for distribution, but regular personnel may also be armed.&lt;br /&gt;
# Science is to conduct research ASAP. This is not negotiable. Science should work in tandem with Cargo in order to fabricate the weapons and equipment required to defend the station.&lt;br /&gt;
# Barricades, glass, and traps are recommended to counter the threat.&lt;br /&gt;
# The Evacuation Shuttle may be called at the discretion of Command. If the station is not damaged after the fighting has subsided, it is recommended that the crew finish the shift.|header=There is a confirmed, hostile threat on-board the station or nearby in space. This threat should pose active, recognizable, danger to the station and/or crew at large.}}{{Pageframecollapse|title=Code Gamma|color=ffc0cb|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Central Command. Use a Communications Console or Fax Machine if requested alert level is needed. Remember, Gamma is rarely called, for good reason. Having a well-written, concise fax that explains the situation to the best of your ability, as well as why it deserves Code Gamma being called, signed and stamped by the Captain or Acting Captain, goes a long way towards ensuring Gamma is provided. Remember, this is for extreme emergencies only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an existential threat to the station and crew, without central command intervention the station is likely to be lost. However, this threat is not dire enough to trigger destruction of the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Martial Law is enacted. Standard Operating Procedures and space law are suspended. Security personnel have authorization to perform any necessary actions to save the station. Personnel interfering with emergency procedures may be detained, and Security are cleared to use lethal force in response to any physical threat. Assault of Command, ERT, or Security, may be punished with immediate field execution.&lt;br /&gt;
# Random searches are fully permitted, allowed and encouraged. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# The Armory should be deployed, and Security are to secure its contents and distribute them to Security personnel in order to handle the threat. Non-Security personnel (including members of the Legal Sub-Department) are not to receive armory weapons unless issued by the Warden, Head of Security, or Captain.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas are limited to command, security, and Central Command personnel. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas should be bolted down, but may be left unbolted by order of command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow personnel to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All personnel are to set their suit sensors to coordinates.&lt;br /&gt;
# Personnel must shelter in their departments or closest safe area, unless specifically requested by Central Command personnel, Security, or Command members.&lt;br /&gt;
## Exceptions will be made for crew who may have skills exceptionally useful. (Such as engineering, atmospheric, or medical personnel.)&lt;br /&gt;
# Visitors to the station are to remain inside the Bar, Library, or Dormitories.&lt;br /&gt;
&lt;br /&gt;
Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew. Failure to do so may lead to their arrest for Creating a Workplace Hazard.|header=There is an existential threat to the station and crew, without central command intervention the station is likely to be lost. However, this threat is not dire enough to trigger destruction of the station.}}{{Pageframecollapse|title=Code Delta|color=8b0000|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Automatically called when the on-board Nuclear Fission Device has been activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; The on-board Nuclear Fission Device has been activated by Command, Central Command personnel, or hostile personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case of hostile factions arming the device, defusing the bomb is not recommended. Security personnel are to escort all other personnel off-station.&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all Security personnel are to stand down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Crew are allowed to enter secure areas. Procedures irrelevant. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case that antagonistic forces that have armed a nuclear device, all non-vital personnel are to evacuate off-station immediately;&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all personnel are to stand down.|header=The on-board Nuclear Fission Device has been activated by Command, Central Command personnel, or hostile personnel.}}{{Pageframecollapse|title=Code Yellow|color=ffff00|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any command member. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cordon off the dangerous area.&lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Prevent non-engineering crew from accessing the damaged area.&lt;br /&gt;
# Prevent further disruption to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medical personnel should be ready to treat disaster victims.&lt;br /&gt;
# Paramedics should work with those at the incident location to triage patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# Work with your department and security to cordon off and investigate the area.&lt;br /&gt;
# Work quickly to make the area safe again. Once safe, further repairs may be conducted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the damaged areas.&lt;br /&gt;
# Report any suspicious activity to security present in damaged areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Massive fires and poisonous gas releases:&lt;br /&gt;
&lt;br /&gt;
# All non-Engineering and Atmospheric personnel are to vacate the area.&lt;br /&gt;
# Firelock systems are to be used only by Engineering and Atmospheric crew; Otherwise deliberately opening firelocks during a fire/poisonous gas release in affected areas will be considered Destruction of Property/Mass Destruction.&lt;br /&gt;
# Engineering and Atmospherics personnel are to restore the affected area to workable conditions.&lt;br /&gt;
&lt;br /&gt;
Severe meteor storms:&lt;br /&gt;
&lt;br /&gt;
# Personnel are to seek shelter in the most protected area of the station.&lt;br /&gt;
# Repair activities are to be postponed until the end of the storm.&lt;br /&gt;
# All personnel performing EVA duty are to immediately return to the station.&lt;br /&gt;
# At the conclusion of the storm Engineering personnel are to repair the station if feasible.&lt;br /&gt;
# In the event that repairs are not feasible, Engineering personnel are to focus on upholding the structural integrity of the sheltered area until the evacuation shuttle arrives.|header=There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.}}{{Pageframecollapse|title=Code Orange|color=ffa500|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command Member&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Evacuate non-engineering crew from the area.&lt;br /&gt;
# Direct crew to the evacuation shuttle upon its arrival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
# Secure areas with the exception of the Armory, Gravity Generator, and Vault should be given emergency access.&lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
# Medical personnel should be ready to treat a large number of disaster victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# If feasable, work with your department to first end the ongoing disaster, then repair the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the disaster area.&lt;br /&gt;
# Follow the directives of security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The evacuation shuttle should be called immediately. If the crew successfully ends the disaster, the shuttle should be recalled if the station is operational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loss of singularity containment&lt;br /&gt;
&lt;br /&gt;
# The Gravitational Singularity must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Gravitational Singularity&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.&lt;br /&gt;
&lt;br /&gt;
Supermatter crystal delamination:&lt;br /&gt;
# The Supermatter Crystal is to be vented to space.&lt;br /&gt;
# In such a case as the Supermatter Crystal containment was not equipped with a way to space the Crystal, the area around the Crystal is to be evacuated, and all personnel involved in the construction shall be fired and brigged for Destruction of Property and Endangerment.&lt;br /&gt;
&lt;br /&gt;
Loss of Tesla Ball containment:&lt;br /&gt;
# The Tesla Ball must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Tesla Ball. NOTE: it is extremely difficult to stop a loose Tesla Ball.&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.|header=There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.}}{{Pageframecollapse|title=Code Violet|color=8000FF|content=&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two personnel with Command-Level Access, or one Captain-level access card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; A Viral Pathogen has infected a significant portion of the crew. In the event of a Viral Outbreak, all infected personnel are to direct themselves to Medbay immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medbay should be secured ASAP. Quarantine of infected is top priority.&lt;br /&gt;
# Should securing medbay not be possible, the evacuation shuttle arrival area should be secured. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Medical department, Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Chemistry is to immediately begin researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. Crew should be let into medical in a controlled manner.&lt;br /&gt;
# Any potentially infected personnel should be isolated.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel should self-quarantine to avoid infection. Shelter in a safe area and avoid those who are potentially infected.&lt;br /&gt;
# If you believe you are infected, calmly wait for the distribution of the cure at medbay.&lt;br /&gt;
# Once the threat has passed, work may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should the station threat become too high to handle, the emergency shuttle should be called.|header=A Viral Pathogen has infected a significant portion of the crew. In the event of a Viral Outbreak, all infected personnel are to direct themselves to Medbay immediately.}}&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2152</id>
		<title>Template:Pageframecollapse</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2152"/>
		<updated>2026-05-03T08:35:40Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|888}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;{{{title}}}&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1em; background: #{{{color}}}4e&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{{header}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;{{{content}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parameter Definitions ==&lt;br /&gt;
Any fields left intentionally blank should have &amp;quot;None&amp;quot; placed in them.&amp;lt;br&amp;gt;&lt;br /&gt;
If there are or will be any pages for a piece of information, make it a hyperlink.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;image&#039;&#039;&#039; The image used on both sides of the header&lt;br /&gt;
*&#039;&#039;&#039;title&#039;&#039;&#039; The title on the header&lt;br /&gt;
*&#039;&#039;&#039;header&#039;&#039;&#039; Blurb visible under the title before expanding&lt;br /&gt;
*&#039;&#039;&#039;content&#039;&#039;&#039; The actual contents of the frame&lt;br /&gt;
*&#039;&#039;&#039;color&#039;&#039;&#039; The color of the frame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2151</id>
		<title>Template:Pageframecollapse</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2151"/>
		<updated>2026-05-03T08:29:28Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|888}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[file:{{{image}}}|left|24px]]&#039;&#039;&#039;{{{title}}}&#039;&#039;&#039;[[file:{{{image}}}|right|24px]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1em; background: #{{{color}}}4e&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{{header}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;{{{content}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parameter Definitions ==&lt;br /&gt;
Any fields left intentionally blank should have &amp;quot;None&amp;quot; placed in them.&amp;lt;br&amp;gt;&lt;br /&gt;
If there are or will be any pages for a piece of information, make it a hyperlink.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;image&#039;&#039;&#039; The image used on both sides of the header&lt;br /&gt;
*&#039;&#039;&#039;title&#039;&#039;&#039; The title on the header&lt;br /&gt;
*&#039;&#039;&#039;header&#039;&#039;&#039; Blurb visible under the title before expanding&lt;br /&gt;
*&#039;&#039;&#039;content&#039;&#039;&#039; The actual contents of the frame&lt;br /&gt;
*&#039;&#039;&#039;color&#039;&#039;&#039; The color of the frame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2150</id>
		<title>Template:Pageframecollapse</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2150"/>
		<updated>2026-05-03T08:24:57Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|888}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[file:{{{image}}}|left|24px]]&#039;&#039;&#039;{{{title}}}&#039;&#039;&#039;[[file:{{{image}}}|right|24px]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1em; background: #{{{color}}}4e&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{{header}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;{{{content}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parameter Definitions ==&lt;br /&gt;
Any fields left intentionally blank should have &amp;quot;None&amp;quot; placed in them.&amp;lt;br&amp;gt;&lt;br /&gt;
If there are or will be any pages for a piece of information, make it a hyperlink.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;image&#039;&#039;&#039; The image used on both sides of the header&lt;br /&gt;
*&#039;&#039;&#039;title&#039;&#039;&#039; The title on the header&lt;br /&gt;
*&#039;&#039;&#039;header&#039;&#039;&#039; Blurb visible under the title before expanding&lt;br /&gt;
*&#039;&#039;&#039;content&#039;&#039;&#039; The actual contents of the frame&lt;br /&gt;
*&#039;&#039;&#039;color&#039;&#039;&#039; The color of the frame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2149</id>
		<title>Template:Pageframecollapse</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Template:Pageframecollapse&amp;diff=2149"/>
		<updated>2026-05-03T08:20:28Z</updated>

		<summary type="html">&lt;p&gt;Trosling: Import of https://www.paradisestation.org/wiki/index.php?title=Template:Pageframecollapse from Paradise Station wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|888}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[file:{{{image}}}|left|24px]]&#039;&#039;&#039;{{{title}}}&#039;&#039;&#039;[[file:{{{image}}}|right|24px]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1em; background: #{{{color}}}4e&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{{header}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;{{{content}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Graytide&amp;diff=2117</id>
		<title>Graytide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Graytide&amp;diff=2117"/>
		<updated>2026-04-13T09:31:31Z</updated>

		<summary type="html">&lt;p&gt;Trosling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Graytide&#039;&#039;&#039;, or &#039;&#039;&#039;Greytide&#039;&#039;&#039;, is a poorly understood illness likely stemming from a yet-to-be-identified flaw in the [[PSO Cloning System]]. It manifests in said clones, colloquially known as &#039;&#039;&#039;Tiders&#039;&#039;&#039;, who are characterised by sporadic, often hyper-aggressive, behaviour. It is theorised that certain peoples&#039; physiologies simply respond particularly poorly to cloning, and that this is the cause of the issue, but no conclusive study has ever been made on the topic and it remains an illusive Holy Grail for all researchers involved.&lt;br /&gt;
&lt;br /&gt;
Tiders, for their part, seem almost aware of their flawed nature. This is hypothesised from their often suicidal tendencies, with many tiders dying in explosions caused by their own manic design. This has lead some to believe that Tiders are designed, with intent, to cause havoc on the station, to test its staff, or for purposes of social experimentation.&lt;br /&gt;
&lt;br /&gt;
Obviously, as tiders constitute a flaw in the otherwise perfect cloning system of Central Command, they are highly sought after for study by the [[Central Command Operations#Central Research Division|Central Research Division]]. Their bodies (as they usually swiftly die, owing to their nature) are therefore to be preserved at all costs and be brought intact to Central Command if at all possible. If nothing else, then at least their brain is to be preserved for research.&lt;br /&gt;
&lt;br /&gt;
=== Symptoms ===&lt;br /&gt;
&#039;&#039;&#039;Tiders&#039;&#039;&#039; are easily recognisable most of the time. &lt;br /&gt;
&lt;br /&gt;
Externally they are:&lt;br /&gt;
&lt;br /&gt;
* Compulsively drawn to wearing gas-masks and gray jumpsuits&lt;br /&gt;
* Either completely silent, or extremely loud, albeit never saying anything of much substance&lt;br /&gt;
* Obsessively drawn to rummaging through maintenance tunnels and whatever containers they can find&lt;br /&gt;
&lt;br /&gt;
One may mistake them for a mentally ill or vulnerable person, and take pity on them and attempt to calm or assist them.&lt;br /&gt;
&lt;br /&gt;
This, however, is a terrible mistake that is likely to lead to your death. Tiders have extremely pathological mentalities that make them very dangerous to approach.&lt;br /&gt;
&lt;br /&gt;
These include:&lt;br /&gt;
&lt;br /&gt;
* Complete psychopathy, devoid of any remorse or empathy&lt;br /&gt;
* Extreme antisocial behaviour, taking no joy from productive work, and instead only from pain and suffering inflicted on others&lt;br /&gt;
* Utter detachment from the concept of consequences for their actions&lt;br /&gt;
* Suicidal tendencies which, when combined with the other pathologies, result in extremely dangerous individuals&lt;br /&gt;
&lt;br /&gt;
One should never forget, however, that Tiders are &#039;&#039;people&#039;&#039;, and therefore capable of extremely inventive methods with which to fulfil their goals. They should never be underestimated as some animal.&lt;/div&gt;</summary>
		<author><name>Trosling</name></author>
	</entry>
</feed>