Metashield

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==== Meta Information ====
==== Meta Information ====
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.
Meta Information such as the current game-mode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.


Examples:
Examples:


# You may never know that because the gamemode is Survival, there will be an escalating number of threats.
# 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.
# 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.
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.
# You may never know that the last round was Nukies, or any other Metashielded game-mode, per Continuity Rules.
# 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.
# 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.
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.


==== Unconscious Information ====
==== Unconscious Information ====
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.
You may not remember any information learned while '''critical''', '''asleep''', '''dead''' or '''ghosted'''. If any of these happen to you, you forget the last ~5 minutes leading up to the event causing the aforementioned state. Silicon memory is chassis-specific, and destruction of the chassis causes '''total''' memory loss of everything experienced in said chassis.


Examples:
Examples:


# You may never remember who attacked and killed you.
# You may never ''remember'' anything about your death or drugging.
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.
# You ''may'' make conclusions based off the state you're in when you wake up, same as anyone else.
# 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.
# 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.
# 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't tell that by looking at a wound.
 
 
All silicon memories are cached to an on-chassis storage medium that's wirelessly backed up every 5 minutes.  PosiBrains and MMIs that have been removed from their chassis may not recall the last five minutes unless placed back into the chassis they previously inhabited.  Destruction of the chassis results in a total loss of those memories.  Further, corruption of a chassis (such as by Syndicate/SELF emag) discontinues the backups, making all memories after the event completely inaccessible unless placed back into the corrupted chassis.
 
== Corporate Secrets ==
== Corporate Secrets ==
'''Corporate Secrets''' 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. '''Corporate Secrets''' 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.
'''Corporate Secrets''' 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. '''Corporate Secrets''' 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.
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==== Ninjas ====
==== Ninjas ====
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.
Ninjas are a collective of Clans that seek to steal research and disrupt NT-CC operations. They possess access-breaking technology, and predominately target our research servers. Hostile ninjas are to be treated as boarders, and dealt with accordingly.
 
* Revealed to others by;
** Being directly told by somebody who already knows
** Witnessing a Ninja
** Seeing a Ninja's equipment, such as their suit or energy katana


<blockquote>◆ ''Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus's work. What Ninjas are and what they can do is mostly unknown.''</blockquote>
<blockquote>◆ ''Ninjas are popular in certain genres of pop culture, but normal crew don't know they exist outside of cosplay.''</blockquote>


==== Abductors ====
==== Abductors ====
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.
Abductors are mysterious aliens with cloaking and advanced teleporting technology. Their modus-operandi consists of kidnapping other sentient species and implanting them with tracking organs. Abductors engaging in this are to be treated as boarders, and dealt with accordingly.
 
* Revealed to others by;
** Being directly told by somebody who already knows
** Witnessing an Abductor
** Seeing an Abductor's equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle
** Discovering a surgically implanted Gland or seeing their effects


<blockquote>◆ ''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.''</blockquote>
<blockquote>◆ ''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.''</blockquote>


==== Romerol Virus ====
==== Romerol Virus ====
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.
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. Where it comes from is unknown, but it is spread intentionally by certain organisations, such as the [[Syndicate]]. There exists a cure, but knowledge of it is intentionally suppressed, and so instructions must be provided to relevant personnel.
 
* Revealed to others by;
** Being directly told by somebody who already knows
** Witnessing the dead rising


<blockquote>◆ ''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.''</blockquote>
<blockquote>◆ ''Zombies are popular in movies and other media, but are viewed as fiction by normal crew.''</blockquote>


==== Interdimensional Intruders ====
==== Interdimensional Intruders ====
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Cracks in reality sometimes result in intrusions from other parallel worlds. This phenomenon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should an interdimensional intruder be discovered it should be observed and studied, and only terminated if it proves to be hostile.
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenomenon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should an interdimensional intruder be discovered it should be observed and studied, and only terminated if it proves to be hostile.
* Revealed to others by;
** Being directly told by somebody who already knows
** Witnessing an intruder openly pursuing their objectives


<blockquote>◆ ''Other dimensions are popular in fictional media in-universe, as are stories of people from them. Nobody knows why these beings are here or what they are here to do, and in the case of Paradox Clones, nobody can tell them apart and all memory around them is hazy.''</blockquote>
<blockquote>◆ ''Other dimensions are popular in fictional media in-universe, as are stories of people from them. Nobody knows why these beings are here or what they are here to do, and in the case of Paradox Clones, nobody can tell them apart and all memory around them is hazy.''</blockquote>


==== Cults ====
==== Cults ====
Although the concept and existence of 'cults' 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.
While most cults are harmless superstition, some are in contact with very real entities, often extradimensional. These cults often sneak onto NT-CC stations to convert them into secretive bases from which to perform forbidden rituals. Obviously, this is bad for efficiency, and must be stopped.


* Revealed by:
The '''Chaplain''' specifically knows of these cults, despite not being part of the Corporate Secret list.
** Being the Chaplain
** Witnessing a conversion
** Witnessing occult gear
** Witnessing occult structures
** Witnessing manifestations of occult will
*** This is to include the "star" appearance on cosmic cultist during their final phase, or the cult's god manifesting.


<blockquote>◆ ''While tales of magic and cults are considered just that, wild tales, when you see cultists roaming the halls with blades you don't need to believe in their god to know things are going down in a bad way.''</blockquote>
<blockquote>◆ ''While tales of magic and cults are considered just that, wild tales, when you see cultists roaming the halls with blades you don't need to believe in their god to know things are going down in a bad way.''</blockquote>
==== Nuclear Operatives ====
==== Nuclear Operatives ====
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.
Despite being a shell of their former selves, the [[Syndicate]] does sometimes mount assaults on the station, aiming to use its self-destruction measures against it.
 
* Revealed to others by;
** Being directly told by somebody who already knows
** Discovering a Nuclear Operative's Shuttle
** Declaration of War
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)


<blockquote>◆ ''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.''</blockquote>
<blockquote>◆ ''The image of the Blood-Red hard-suit is featured in a whole genre of war-movies about the pod wars, but today they are viewed as distant history, long gone.''</blockquote>


==== NTSF Decimus ====
==== NTSF Decimus ====
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.
The existence of [[NanoTrasen Special Forces]] is common, and recruitment drives for them everywhere on NT-CC stations. Decimus, however, and it's associated Epsilon alert level, are highly illegal procedures that the consortium keeps secret. Even those in the know will believe it to have never been used.
 
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.


* Revealed to others by;
<blockquote>◆ ''It would surprise nobody that NanoTrasen, which keeps nuclear warheads on their stations for self-destruction, had some sort of deathsquad for rogue station. It remains the realm of conspiracy theory, however.''</blockquote>
** Being directly told by somebody who already knows
** Witnessing Decimus Squad perform crew executions
 
<blockquote>◆ ''Not even rumors of Epsilon have slipped through NanoTrasen'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.''</blockquote>


== Secure Knowledge ==
== Secure Knowledge ==
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==== Revolutionary Methods ====
==== Revolutionary Methods ====
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.
Nobody would ever betray NT-CC to become a communist by choice, obviously, and so the [[United Soviet Socialist Planets]] utilises agents armed with mind-altering devices, disguised as flashes, to convert the crew by force. The agents that bring these aboard also have teleportation technology to bring in equipment needed for their revolution.


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's ability to trust one another and would significantly damage cohesion and moral.
'''De-converted Revolutionaries forget what happened while they were brainwashed.'''<blockquote>◆ ''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't known to crew.''</blockquote>
 
Examples:
 
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.
# Multiple confirmed reports of crew being flashed by other crew is grounds to suspect there is a Revolution.
# 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.
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.
 
* Revealed to others by;
** Being directly told by somebody who already knows
** Witnessing a conversion directly
** Witnessing a Mindshield Implanter fail
'''De-converted Revolutionaries forget what happened while they were brainwashed.''' A character may learn what happened through further investigation and roleplay, but should not be able to remember being a revolutionary nor any actions they committed on behalf of the revolution.<blockquote>◆ ''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't known to crew.''</blockquote>


==== Changelings ====
==== Changelings ====
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.
Changelings are an parasitic species associated with radical elements of the [[Syndicate]]. They are able to change their shape down to the genetic level, and are known to consume their victims in a distinctive inside-out manner, leaving their bodies hollow.
 
* Revealed to others by;
** Being directly told by somebody who already knows
** Witnessing someone using any changeling abilities
** Discovering a Hollow corpse


<blockquote>◆ ''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.''</blockquote>
<blockquote>◆ ''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.''</blockquote>
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==== Suspected Syndicate Corporations ====
==== Suspected Syndicate Corporations ====
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.
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.
These suspected corporations are:
* Cybersun
* Waffle Co.
* Interdyne
</br>
* Revealed to others by;
** Being directly told by somebody who already knows


<blockquote>◆ ''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.''</blockquote>
<blockquote>◆ ''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.''</blockquote>


==== Non-NanoTrasen Implants ====
==== Non-NanoTrasen Implants ====
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.
The world of implants is wide and varied, and the specifics of the implants utilised by hostile organisations is only known to those taught.


* Revealed to others by;
<blockquote>◆ ''Most crew don't even know how NT implants work, and they zero clue about non-NT ones.''</blockquote>
** Being directly told by somebody who already knows
** Witnessing use of a non-NT Implant by anyone, such as cuffs being broken, or someone emitting an EMP, etc
** Discovering a used or unused non-NT Implanter or Implanter Box
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object
** Discovering an unlocked Uplink
 
<blockquote>◆ ''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.''</blockquote>


==== Vampires ====
==== Vampires ====
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.
Where Vampires come from is poorly understood, but rigorous interrogation has confirmed that they belong to ''some'' kind of vampire organisation intent on expanding their influence. These organisations frequently send their kind to infiltrate our stations.
 
* Revealed to others by;
** Being directly told by somebody who already knows
** Witnessing someone drinking blood from someone else
** Witnessing someone use any Vampire abilities


<blockquote>◆ ''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.''</blockquote>
<blockquote>◆ ''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.''</blockquote>
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==== Wizards ====
==== Wizards ====
The Wizard Federation is very outspoken about their so-called 'magic'. Whether that they do is actually 'magic' 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's capabilities.
The Wizard Federation is very outspoken about their so-called 'magic'. Whether that they do is actually 'magic' 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's capabilities.
* Revealed to others by;
** Being directly told by somebody who already knows
** Witnessing a magical ability
** A Wizard making an announcement with their Communications Console
** Finding a Wizard Shuttle


<blockquote>◆ ''Most consider 'Wizards' to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.''</blockquote>
<blockquote>◆ ''Most consider 'Wizards' to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.''</blockquote>
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==== Xenoborgs ====
==== Xenoborgs ====
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.
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.
* Revealed to others by;
** Being directly told by somebody who already knows
** Witnessing a kidnapping or attack from the distinctly looking xenoborgs
** Finding the Xenoborg Mothership


==== Syndicate Equipment ====
==== Syndicate Equipment ====
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;
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:


* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests
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* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer


You also know that things called ''''Uplinks'''<nowiki/>' 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.
Security and above also know that things called ''''Uplinks'''<nowiki/>' 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.
 
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.
 
Examples:
 
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.
 
* Revealed to others by;
** Being directly told by somebody who already knows
** Seeing a Syndicate item physically
** Finding an unlocked Uplink


<blockquote>◆ ''The idea that the Syndicate might have illegal tools and equipment isn't Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn't be able to or that you don't recognize, it's safe to bet it is an illegal item of some kind.''</blockquote>
<blockquote>◆ ''The idea that the Syndicate might have illegal tools and equipment isn't Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn't be able to or that you don't recognize, it's safe to bet it is an illegal item of some kind.''</blockquote>
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==== High Value Targets ====
==== High Value Targets ====
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE's Mag Boots, Captain's Gun, RD's Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents.  
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE's Mag Boots, Captain's Gun, RD's Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents.  
* Revealed to others by;
** Being directly told by somebody who already knows


<blockquote>◆ ''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.''</blockquote>
<blockquote>◆ ''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.''</blockquote>