<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Walksanator</id>
	<title>Starlight wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Walksanator"/>
	<link rel="alternate" type="text/html" href="https://wiki.starlight.network/Special:Contributions/Walksanator"/>
	<updated>2026-04-05T08:46:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2045</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2045"/>
		<updated>2026-03-18T04:11:20Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: /* Cults */ fixed formatting&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;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cults&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|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;
== 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;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and 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;
&lt;br /&gt;
&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>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2044</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=2044"/>
		<updated>2026-03-18T03:59:09Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: add cults to the metashield&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;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cults&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|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;
== 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;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and 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. Revealed by:&lt;br /&gt;
&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;
◆ &#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;&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;
&lt;br /&gt;
&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>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_Staff&amp;diff=1095</id>
		<title>Server Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Server_Staff&amp;diff=1095"/>
		<updated>2025-07-17T02:05:04Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: added myself to the prototyper and jr. ec tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the Staff Structure on Starlight&lt;br /&gt;
 &lt;br /&gt;
It is not needed to know to enjoy the regular gameplay&lt;br /&gt;
&lt;br /&gt;
This is not &amp;quot;In Character&amp;quot; (IC) and doesn&#039;t affect the gameplay besides of admin moderation intervention&lt;br /&gt;
&lt;br /&gt;
= Owner =&lt;br /&gt;
&lt;br /&gt;
Started Starlight&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Owner&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Darkrell || .darkrell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Management =&lt;br /&gt;
&lt;br /&gt;
The heads of their respective departments. Carry the responsibility and take care for the people in it&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Management&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle !! Responsibility&lt;br /&gt;
|-&lt;br /&gt;
| Grapegifter || grapegifter || Staff Manager&lt;br /&gt;
|-&lt;br /&gt;
| Neccer || neccer || Discord Manager&lt;br /&gt;
|-&lt;br /&gt;
| western || haterains || Head Admin&lt;br /&gt;
|-&lt;br /&gt;
| LynatiKr20 || lynatrikr20 || Event Manager&lt;br /&gt;
|-&lt;br /&gt;
| PubliclyExecutedPig || publiclyexecutedpig || Head Mapper&lt;br /&gt;
|-&lt;br /&gt;
| BORT || bortbortbortbortbort || Head Spriter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Administrator =&lt;br /&gt;
== Staff Supervisor ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Supervisor&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Chief || chief264&lt;br /&gt;
|-&lt;br /&gt;
| western || haterains&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Staff Mentor ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Mentor&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Chief || chief264&lt;br /&gt;
|-&lt;br /&gt;
| western || haterains&lt;br /&gt;
|-&lt;br /&gt;
| every blue moon || lowtierpeasant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Staff Administrator ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Administrator&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Neecer || neccer&lt;br /&gt;
|-&lt;br /&gt;
| Chief || chief264&lt;br /&gt;
|-&lt;br /&gt;
| Grapegifter || grapegifter&lt;br /&gt;
|-&lt;br /&gt;
| Weathermin || shimmer_thefurry&lt;br /&gt;
|-&lt;br /&gt;
| LynatiKr20 || lynatrikr20&lt;br /&gt;
|-&lt;br /&gt;
| western || haterains&lt;br /&gt;
|-&lt;br /&gt;
| Ackrilix || spy0164&lt;br /&gt;
|-&lt;br /&gt;
| synthmin || suggestedone9&lt;br /&gt;
|-&lt;br /&gt;
| PubliclyExecutedPig || publiclyexecutedpig&lt;br /&gt;
|-&lt;br /&gt;
| every blue moon || lowtierpeasant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Admins ==&lt;br /&gt;
&lt;br /&gt;
Taking care for ahelps and bans&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Game Admins&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Aleph || alesterpherrer&lt;br /&gt;
|-&lt;br /&gt;
| ESM  || elitesharkmaniac&lt;br /&gt;
|-&lt;br /&gt;
| Mosh || whydoitmc&lt;br /&gt;
|-&lt;br /&gt;
| Slendy || slendy5k&lt;br /&gt;
|-&lt;br /&gt;
| Chief || chief264&lt;br /&gt;
|-&lt;br /&gt;
| Weathermin || shimmer_thefurry&lt;br /&gt;
|-&lt;br /&gt;
| LynatiKr20 || lynatrikr20&lt;br /&gt;
|-&lt;br /&gt;
| Vanilia || piotrskrzyp&lt;br /&gt;
|-&lt;br /&gt;
| Western || haterains&lt;br /&gt;
|-&lt;br /&gt;
| Ackrilix || spy0164&lt;br /&gt;
|-&lt;br /&gt;
| Gensy || gensy&lt;br /&gt;
|-&lt;br /&gt;
| Dusky || duskyjay&lt;br /&gt;
|-&lt;br /&gt;
| synthmin || suggestedone9&lt;br /&gt;
|-&lt;br /&gt;
| PubliclyExecutedPig || publiclyexecutedpig&lt;br /&gt;
|-&lt;br /&gt;
| aedler || aedler&lt;br /&gt;
|-&lt;br /&gt;
| every blue moon || lowtierpeasant&lt;br /&gt;
|-&lt;br /&gt;
| Zylo || zylofan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trial Game Admins ==&lt;br /&gt;
&lt;br /&gt;
Have limited admin permissions, trial period lasts around 2 weeks, then promotion to Junior Game Admin &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trial Game Admins&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Eclipse || &lt;br /&gt;
unbrokeneclipse_  &lt;br /&gt;
|-&lt;br /&gt;
| Guntram || aliceyoung7308&lt;br /&gt;
|-&lt;br /&gt;
| Hope Wolfer  || hoperiversong&lt;br /&gt;
|-&lt;br /&gt;
| Meowcatz || meowcatz&lt;br /&gt;
|-&lt;br /&gt;
| Sima || simazao&lt;br /&gt;
|-&lt;br /&gt;
| Suu  || whiteweedcat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Contributors =&lt;br /&gt;
&lt;br /&gt;
== Maintainer ==&lt;br /&gt;
Checks PRs, carries the responsibility of the code&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maintainer&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Happyrobot33  || happyrobot33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Developer ==&lt;br /&gt;
&lt;br /&gt;
Contributing source code, including C# abilities&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Developer&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Rinary  || rinary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prototyper ==&lt;br /&gt;
&lt;br /&gt;
Adds content using components made by developers&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Prototyper&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| BORT || bortbortbortbortbortbortbortbort&lt;br /&gt;
|-&lt;br /&gt;
| Killer Tamashi || killer_tamashi.0469&lt;br /&gt;
|-&lt;br /&gt;
|Cringe Cursed&lt;br /&gt;
|cringe_cursed&lt;br /&gt;
|-&lt;br /&gt;
|Walksanator&lt;br /&gt;
|walksanator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mapper ==&lt;br /&gt;
&lt;br /&gt;
Creating and customizing existing game maps&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mapper&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| ScorchFollower || taytet&lt;br /&gt;
|-&lt;br /&gt;
| Tarō || taralupine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spriter ==&lt;br /&gt;
&lt;br /&gt;
Creating graphics for the game&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spriter&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| GrungusFungus || timerofpopsicles&lt;br /&gt;
|-&lt;br /&gt;
| Zeyria || zeyria&lt;br /&gt;
|-&lt;br /&gt;
|Conflee || conf&lt;br /&gt;
|-&lt;br /&gt;
| Karma || karmakitsuna&lt;br /&gt;
|- &lt;br /&gt;
| Killer Tamashi	|| killer_tamashi.0469&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Events =&lt;br /&gt;
&lt;br /&gt;
== Event Coordinator ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Event Coordinator&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| IJK || inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
| Karma || karmakitsuna&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Junior Event Coordinator ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Junior Event Coordinator&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Abigail || happymemories11&lt;br /&gt;
|-&lt;br /&gt;
| BORT || bortbortbortbortbortbortbortbort&lt;br /&gt;
|-&lt;br /&gt;
| clone0401 || clone0401 &lt;br /&gt;
|-&lt;br /&gt;
|Coloss || lecalvin&lt;br /&gt;
|-&lt;br /&gt;
|Conflee || Conf&lt;br /&gt;
|-&lt;br /&gt;
|Sidzilla || iamsidzilla&lt;br /&gt;
|-&lt;br /&gt;
| Spiro || muichiro__toki&lt;br /&gt;
|-&lt;br /&gt;
|Yuki || yukari_tk&lt;br /&gt;
|-&lt;br /&gt;
|Walksanator&lt;br /&gt;
|walksanator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Event Assistant ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Event Assistant&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Wiki =&lt;br /&gt;
== Wiki Moderators ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wiki Mods&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle !! Role&lt;br /&gt;
|-&lt;br /&gt;
| Grape || grapegrifter || Loremaster&lt;br /&gt;
|-&lt;br /&gt;
| Conflee || conf || Admin&lt;br /&gt;
|-&lt;br /&gt;
| Karma || karmakitsuna || Admin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wiki Contributors ==&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=863</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=863"/>
		<updated>2025-06-15T06:16:12Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: include the paper in the metashield so it knows it&amp;#039;s own power&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant Specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical papers.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
----The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, with the Syndicate Implants names being known by Command and Security. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may speculate on their use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Command&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Reavealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Discovering use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
----The powers/effects of any memetic paper. examples of a memetic paper are the &amp;quot;Dont you want more&amp;quot; and &amp;quot;reasons to join the syndicate&amp;quot; as they turn people into antags. examples of a Mystical paper is &amp;quot;the end of Q&amp;quot; as it does not directly affect a players mind.&lt;br /&gt;
&lt;br /&gt;
* Memetic papers revealed to:&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Command&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
* Mystical papers are revealed to: &lt;br /&gt;
** The paper it&#039;s self&lt;br /&gt;
** SIlicons&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing The efects of the paper occuring.&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a Magistrate, BSO, or NT Representative.&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen. Which corporations are a part of the Syndicate is shielded.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=862</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=862"/>
		<updated>2025-06-15T06:14:08Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: /* Revealed to Certain Jobs */ caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant Specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical papers.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
----The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, with the Syndicate Implants names being known by Command and Security. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may speculate on their use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Command&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Reavealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Discovering use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
----The powers/effects of any memetic paper. examples of a memetic paper are the &amp;quot;Dont you want more&amp;quot; and &amp;quot;reasons to join the syndicate&amp;quot; as they turn people into antags. examples of a Mystical paper is &amp;quot;the end of Q&amp;quot; as it does not directly affect a players mind.&lt;br /&gt;
&lt;br /&gt;
* Memetic papers revealed to:&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Command&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
* Mystical papers are revealed to: &lt;br /&gt;
** Silicons&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** The efects of the paper occuring.&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a Magistrate, BSO, or NT Representative.&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen. Which corporations are a part of the Syndicate is shielded.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=861</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=861"/>
		<updated>2025-06-15T06:13:40Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: end of Q and antag paper shielding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant Specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical papers.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
----The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, with the Syndicate Implants names being known by Command and Security. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may speculate on their use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Command&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Reavealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Discovering use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
----The powers/effects of any memetic paper. examples of a memetic paper are the &amp;quot;Dont you want more&amp;quot; and &amp;quot;reasons to join the syndicate&amp;quot; as they turn people into antags. examples of a Mystical paper is &amp;quot;the end of Q&amp;quot; as it does not directly affect a players mind.&lt;br /&gt;
&lt;br /&gt;
* Memetic papers revealed to:&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Command&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
* Mystical papers are revealed to: &lt;br /&gt;
** Silicons&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** the efects of the paper occuring.&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a Magistrate, BSO, or NT Representative.&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen. Which corporations are a part of the Syndicate is shielded.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=827</id>
		<title>Command SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=827"/>
		<updated>2025-05-23T15:46:40Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: remove nukie refrence in SoP&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;
== 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;
== 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;
== 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;
&#039;&#039;&#039;STATION AI SHOULD FOLLOW SOP SO LONG AS IT DOES NOT CONFLICT WITH THEIR LAWS. eg: on crewsimov turrets should be on lethal *unless* a crew member (as determined by  having a valid crew icon) enters the core as that would violate their law 2 to not harm crew.&#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. Once the AI has been placed into the intellicard, it should not be placed back into the console. &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;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=826</id>
		<title>Command SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=826"/>
		<updated>2025-05-23T09:58:43Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: clarifies that ai should follow SOP unless it conflicts with their laws.&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;
== 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;
== 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;
== 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;
&#039;&#039;&#039;STATION AI SHOULD FOLLOW SOP SO LONG AS IT DOES NOT CONFLICT WITH THEIR LAWS. eg: on crewsimov turrets should be on lethal *unless* a crew member (including nukies with agent ID) enters the core as that would violate their law 2 to not harm crew.&#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. Once the AI has been placed into the intellicard, it should not be placed back into the console. &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;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=824</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=824"/>
		<updated>2025-05-22T21:25:15Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: reorginaze the list of people who know about implants, adds medical and NTRep/Magistrate/IAA by virtue of NT people&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant Specifics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
----The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, with the Syndicate Implants names being known by Command and Security. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may speculate on their use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** Command&lt;br /&gt;
** Nanotransen Personnel&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Reavealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Discovering use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a Magistrate, BSO, or NT Representative.&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen. Which corporations are a part of the Syndicate is shielded.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=822</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=822"/>
		<updated>2025-05-22T21:10:48Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: /* Cheat Sheet */ Moves the implant metashield to revealed by specific jobs as it should instead of outright removing it. (oops)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant Specifics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
----The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, with the Syndicate Implants names being known by Command and Security. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may speculate on their use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Command&lt;br /&gt;
** Blue Shield Officer&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
** AIs&lt;br /&gt;
** Syndicates&lt;br /&gt;
* Reavealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Discovering use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a Magistrate, BSO, or NT Representative.&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen. Which corporations are a part of the Syndicate is shielded.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=717</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=717"/>
		<updated>2025-04-23T19:28:09Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: /* General Security */ remove the list with etc. and replace with a definition of what a sidearm is.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; ==&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
= General Security =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Armory weapons shall not be taken outside the brig on Code Green. Lethal sidearms (defined as any gun that can fit in your pockets) are allowed on all alert levels  and are not considered Armory Weapons.&lt;br /&gt;
&lt;br /&gt;
2. Armory weapons 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 armory weapons. &lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
8. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
9. All Security personnel must wear at least one piece of an official Security uniform at all times. Official Security uniforms are any uniforms that are found in any security locker, or Security vendor.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
11. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
= Cadet =&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
= Security Officer =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&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 permitted to assign sentences up to 15 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 mintues. Sentences over 15 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
= Brigmedic =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Mk 58&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 lethal weapons on Code Blue with a permit, or Code Red or above. The Warden will respect a permit issued by the Captain for the Blueshield Officer, and assist them in retrieving the specified weapon from the armory.&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;
= 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;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
= Head of Security =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Energy Shotgun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The standard Command SOP applies with the exception of section 6, as for which, refer to the standard equipment listed above. &lt;br /&gt;
&lt;br /&gt;
3. When patrolling, the Head of Security must follow all Security Officer protocols as above. &lt;br /&gt;
&lt;br /&gt;
4. The Head of Security may overrule any sentence that is not assigned by an official NT Magistrate, but not for prisoners who have already had their sentences read to them. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
6. The Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; follow the Warden&#039;s procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
7. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
= Prisoner Treatment =&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
5. A paper copy of an arrest report should be created and then given to the prisoner after detainment, unless station threats are imminent.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Talk:Server_rules_(Starlight)&amp;diff=685</id>
		<title>Talk:Server rules (Starlight)</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Talk:Server_rules_(Starlight)&amp;diff=685"/>
		<updated>2025-04-16T08:56:57Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: Created page with &amp;quot;Walksanator: we need minor clarification on the SSD rule and purple SSD. I have personally always treated them as dead and morgued/cryoed them. but some people treat them as revivable and still untouchable. needs clarification.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Walksanator: we need minor clarification on the SSD rule and purple SSD. I have personally always treated them as dead and morgued/cryoed them. but some people treat them as revivable and still untouchable. needs clarification.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=684</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=684"/>
		<updated>2025-04-16T08:49:04Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: Remove metashield surrounding implants post-deimplantation nerf (it is literally on the deimplanter)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events from previous rounds.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a Blood Red Hardsuit&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a Magistrate, BSO, or NT Representative.&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen. Which corporations are a part of the Syndicate is shielded.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Service_SOP&amp;diff=674</id>
		<title>Service SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Service_SOP&amp;diff=674"/>
		<updated>2025-04-14T16:41:03Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: /* Head of Personnel */  grammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be updated by Grapegifter soon(tm)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Head of Personnel ==&lt;br /&gt;
&lt;br /&gt;
# The Head of Personnel should not grant access to a department unless they have a form stamped by the relevant head of department.&lt;br /&gt;
# The Head of Personnel should not do the work of other departments unless they are short staffed.&lt;br /&gt;
# The Head of Personnel may not hire any staff to a NanoTrasen Personnel position.&lt;br /&gt;
&lt;br /&gt;
=== Exceptions for Borgis ===&lt;br /&gt;
As borgis are still Cyborgs they shall be granted minor exceptions to paperwork. provision provided due to standard Cyborg ability to specialize independtly of any person.&lt;br /&gt;
&lt;br /&gt;
# The borgi does not need to request access to science as that is the only location of guarenteed chargers.&lt;br /&gt;
# The borgi is allowed to request access to one non-security or command department. and get access to said department.&lt;br /&gt;
## The borgi can request access to security and get a Access request Statment for the Head of Security to stamp.&lt;br /&gt;
## The borgi can request access to command and get a Access Request Statement for the Captain to stamp.&lt;br /&gt;
## if a borgi wants more then one department they must pick one and get access request statments for the others.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=673</id>
		<title>Command SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=673"/>
		<updated>2025-04-14T16:40:23Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: Move HoP SoP to Service SoP (if I need to say HoP SoP one more time I am gonna lose it)&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;
== 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;
== 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;
== 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. Once the AI has been placed into the intellicard, it should not be placed back into the console. &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;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Service_SOP&amp;diff=672</id>
		<title>Service SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Service_SOP&amp;diff=672"/>
		<updated>2025-04-14T16:39:58Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: Move HoP SoP to Service SoP (if I need to say HoP SoP one more time I am gonna lose it)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be updated by Grapegifter soon(tm)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Head of Personnel ==&lt;br /&gt;
&lt;br /&gt;
# The Head of Personnel should not grant access to a department unless they have a stamped form be the relevant head of department.&lt;br /&gt;
# The Head of Personnel should not do the work of other departments unless they are short staffed.&lt;br /&gt;
# The Head of Personnel may not hire any staff to a NanoTrasen Personnel position.&lt;br /&gt;
&lt;br /&gt;
=== Exceptions for Borgis ===&lt;br /&gt;
As borgis are still Cyborgs they shall be granted minor exceptions to paperwork. provision provided due to standard Cyborg ability to specialize independtly of any person.&lt;br /&gt;
&lt;br /&gt;
# The borgi does not need to request access to science as that is the only location of guarenteed chargers.&lt;br /&gt;
# The borgi is allowed to request access to one non-security or command department. and get access to said department.&lt;br /&gt;
## The borgi can request access to security and get a Access request Statment for the Head of Security to stamp.&lt;br /&gt;
## The borgi can request access to command and get a Access Request Statement for the Captain to stamp.&lt;br /&gt;
## if a borgi wants more then one department they must pick one and get access request statments for the others.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=658</id>
		<title>Command SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=658"/>
		<updated>2025-04-14T03:52:26Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: /* Command SOP */  adds minor HoP SoP and a exception to Borgis&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;
== 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;
== Head of Personnel ==&lt;br /&gt;
&lt;br /&gt;
# The Head of Personnel should not grant access to a department unless they have a stamped form be the relevant head of department.&lt;br /&gt;
# The Head of Personnel should not do the work of other departments unless they are short staffed.&lt;br /&gt;
# The Head of Personnel may not hire any staff to a NanoTrasen Personnel position.&lt;br /&gt;
&lt;br /&gt;
=== Exceptions for Borgis ===&lt;br /&gt;
As borgis are still Cyborgs they shall be granted minor exceptions to paperwork. provision provided due to standard Cyborg ability to specialize independtly of any person.&lt;br /&gt;
&lt;br /&gt;
# The borgi does not need to request access to science as that is the only location of guarenteed chargers.&lt;br /&gt;
# The borgi is allowed to request access to one non-security or command department. and get access to said department.&lt;br /&gt;
## The borgi can request access to security and get a Access request Statment for the Head of Security to stamp.&lt;br /&gt;
## The borgi can request access to command and get a Access Request Statement for the Captain to stamp.&lt;br /&gt;
## if a borgi wants more then one department they must pick one and get access request statments for the others.&lt;br /&gt;
&lt;br /&gt;
== 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;
== 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. Once the AI has been placed into the intellicard, it should not be placed back into the console. &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;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=568</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=568"/>
		<updated>2025-03-15T01:21:51Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: /* Prisoner Treatment */ why the hell can I edit this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; ==&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
= General Security =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;1. Armory weapons shall not be taken outside the brig on Code Green. Lethal sidearms are allowed on all alert levels (mk58, WT550, revolvers, etc.) and are not considered Armory Weapons.&lt;br /&gt;
&lt;br /&gt;
2. Armory weapons 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 armory weapons.&lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
8. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
9. All Security personnel must wear at least one piece of an official Security uniform at all times. Official Security uniforms are any uniforms that are found in any security locker, or Security vendor.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
11. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
= Cadet =&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
= Security Officer =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&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 permitted to assign sentences up to 15 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 mintues. Sentences over 15 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
= Brigmedic =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Mk 58&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 lethal 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;
= 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;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
= Head of Security =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Energy Shotgun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. When patrolling, the Head of Security must follow all Security Officer protocols as above. &lt;br /&gt;
&lt;br /&gt;
3. 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;
4. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security must follow the Warden procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
6. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
= Prisoner Treatment =&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
5. A paper copy of an arrest report should be created and then given to the prisoner after detainment, unless station threats are imminent.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=567</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=567"/>
		<updated>2025-03-15T01:21:24Z</updated>

		<summary type="html">&lt;p&gt;Walksanator: /* Prisoner Treatment */ make paperwork be on-request please. waste of time when no one wants it and it is going to get thrown out in 5 seconds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; ==&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
= General Security =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;1. Armory weapons shall not be taken outside the brig on Code Green. Lethal sidearms are allowed on all alert levels (mk58, WT550, revolvers, etc.) and are not considered Armory Weapons.&lt;br /&gt;
&lt;br /&gt;
2. Armory weapons 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 armory weapons.&lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
8. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
9. All Security personnel must wear at least one piece of an official Security uniform at all times. Official Security uniforms are any uniforms that are found in any security locker, or Security vendor.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
11. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
= Cadet =&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
= Security Officer =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&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 permitted to assign sentences up to 15 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 mintues. Sentences over 15 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
= Brigmedic =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Mk 58&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 lethal 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;
= 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;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
= Head of Security =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Energy Shotgun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. When patrolling, the Head of Security must follow all Security Officer protocols as above. &lt;br /&gt;
&lt;br /&gt;
3. 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;
4. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security must follow the Warden procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
6. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
= Prisoner Treatment =&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
5. A paper copy of an arrest report should be created and then given to the prisoner after detainment on request, unless station threats are imminent.&lt;/div&gt;</summary>
		<author><name>Walksanator</name></author>
	</entry>
</feed>