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	<updated>2026-04-09T03:19:14Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.aurorastation.org/index.php?title=MediaWiki:Common.css&amp;diff=28136</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=MediaWiki:Common.css&amp;diff=28136"/>
		<updated>2023-01-30T18:32:33Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Guides&amp;diff=25012</id>
		<title>Template:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Guides&amp;diff=25012"/>
		<updated>2022-07-06T21:54:04Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Rename station procedure to standard procedure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&#039;background-color:#BBF1F1; margin-top:1em&#039; width=100%&#039; class= &amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|colspan=&#039;2&#039; style=&#039;background-color:##BBF1F1;|&amp;lt;div align=&#039;center&#039;&amp;gt;&#039;&#039;&#039;Guides of the Aurora&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#E2DFD2;  |&#039;&#039;&#039;Game Mechanics&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Controls]] - [[Combat|Guide to Combat]] - [[Guide to EVA]] - [[Guide_to_Communication_Devices|Guide to Communication]] -  [[Corporate Regulations]] - [[Job Accessibility Requirements]] - [[Guide to Piloting]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#FFDF00;  |&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Command]] - [[Guide to Paperwork]] - [[Guide to Standard Procedure]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#05A3A4; |&#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Security Officer|Guide to Security]] - [[Guide to Contraband]] - [[Corporate Regulations]] - [[Guide to Cadavers]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#E8891D; |&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Construction]] - [[Guide to Advanced Construction]] - [[Guide to Construction Materials]] - [[Hacking]] - [[Guide to Atmospherics]] - [[Supermatter Engine]] - [[Tesla Engine]] - [[Solars|Setting up the Solar Array]] - [[Telecommunications]] - [[Guide to Shields|Shields]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; style=&#039;background-color:#BBF1F1; |&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Medicine]] - [[Surgery|Guide to Surgery]] - [[Guide to Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#e0b0ff;  |&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Research and Development]] - [[Guide to Toxins]] - [[Guide to Xenobiology]] - [[Guide to Xenobotany]] - [[Guide to Xenoarchaeology]] - [[Guide to Robotics]] - &amp;lt;!--[[Guide to Anomalies]],--&amp;gt; [[Guide to Telescience]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#c19a6b;  |&#039;&#039;&#039;Operations&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Mining]] - [[Guide to Robotics]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#BBC2CC;  |&#039;&#039;&#039;Civilian&#039;&#039;&#039; &lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Guide to Food]] - [[Guide to Drinks]] - [[Guide to Hydroponics]] - [[Guide to Piloting]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#9599a5; |&#039;&#039;&#039;Non-human&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[cyborg]] - [[AI]] - [[Psionics|Guide to Psionics]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039;  style=&#039;background-color:#a19d94;  |&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Mercenary]] - [[Ninja]] - [[Changeling]] - [[Vampire]] - [[Raider]] - [[Revolutionary]] - [[Cult|Cultist]] - [[Improvised_Weapons|Guide to Improvised Weapons]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Jobs]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=25011</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=25011"/>
		<updated>2022-07-06T21:50:50Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Change Guide name from station to standard procedure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting Started==&lt;br /&gt;
*If you&#039;re unsure of something, read the [https://aurorastation.org/rules.html Server Rules]&lt;br /&gt;
*If you plan to edit the wiki, please see this guide: [[Guide_to_Editing|Guide to Editing]]&lt;br /&gt;
*Remember the golden rule; when you&#039;re not sure if something is against the rules or not, Ahelp!&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* Figure out how to make a [[Guides/Character Creation|character]] taking advantage of said lore&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums], or joining the [https://discord.gg/3wgjgRN/ discord server] for Aurora, while faster, you may receive more in depth and helpful answers on the forums.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
*[[File:Paper.png|link=Getting Started]] [[Getting Started|Getting Started]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Controls]] [[Guide to Controls]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Communication Devices]] [[Guide to Communication Devices]]&lt;br /&gt;
*[[File:Suit_cycler.png|link=Guide to EVA]] [[Guide to EVA]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Character Records]] [[Guide to Character Records]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Standard Procedure]][[Guide to Standard Procedure]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Law]][[Guide to Law]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Command]][[Guide to Command]]&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food]] [[Guide to Food]]&lt;br /&gt;
*[[File:olympusmons.gif|link=Guide to Drinks]] [[Guide to Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:Clowncard.png|link=Guide_to_Battlemonsters|26px]] [[Guide_to_Battlemonsters|&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;..&amp;lt;/span&amp;gt;Guide to Battlemonsters]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:Meteor.gif|link=Guide to Shields]] [[Guide to Shields]]&lt;br /&gt;
*[[File:Oxygen_canister.png|link=Guide to Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
* [[Guide_to_Thrusters|How to Set up the Thrusters]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Guide_to_Hacking]] [[Guide_to_Hacking|Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2]] [[Guide_to_NTSL2|Guide to NTSL2+]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2++]] [[Guide_to_NTSL2++|Guide to NTSL2++]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Away_Missions]] [[Guide_to_Away_Missions|Guide to Away Missions]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&amp;lt;!---&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Genetics]] [[Guide to Genetics]]---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
*[[File:PDA.png|link=Uplink|32px]] [[Uplink|A Pocket-sized Black Market]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Traitor]] [[Traitor|How to be Evil For Dummies]]&lt;br /&gt;
*[[File:SpaceNinja.png|32px|link=Ninja]] [[Ninja|Being a Ninja]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Mercenary]] [[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[File:HeistRaider.png|32px|link=Raider]] [[Raider|One More Job]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Revolutionary]][[Revolutionary|Someone Tired of the Establishment]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Vampire]][[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Changeling]][[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[File:Generic_cultist.gif|32px|link=Cult]][[Cult|Other Dimensional Beings and How to Summon Them]]&lt;br /&gt;
*[[File:Revenant96x.png|32px|link=Revenant]][[Revenant|Being an Other Dimensional Being]]&lt;br /&gt;
*[[File:Borer.png|link=Borer]][[Borer|Neurology for Slugs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=24804</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=24804"/>
		<updated>2022-05-22T21:01:36Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
All Stellar Corporate Conglomerate vessels share a set of standard procedures, that are to be followed. These guide the different departments on board the Vessel, outline certain points and clear up some issues that may arise.&lt;br /&gt;
&lt;br /&gt;
=General and Command=&lt;br /&gt;
==Captain Authority==&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. He or she is authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The Captain is trusted to act in the best interests of the company, crew, and vessel he or she is assigned to. Any complaints or concerns over the Captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
==Command Staff==&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal, under the command of the Captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, a specific Departmental Head of Staff may be elevated above others, should the crisis situation fall under the responsibility of their department. At that point, other departments should act in a supporting role.&lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
Should, during standard operation, the Command Staff be missing a Captain, then it is preferred that all members of the Command Staff present stay on equal terms and act as a singular commanding entity, thus negating the need to promote a specific person to the position of Acting Captain. Under such operations, the Command Staff as a whole carries the authority of the Captain, and can, together, conduct actions that would otherwise require the Captain&#039;s approval. In order for the Command Staff to make a Captain level decision, a unanimous vote in support will be required with at least two (2) able command staff. A single vote in the negative is all that is needed to veto a Captain level decision posed to the Command Staff, however, any Head of Staff may abstain from a vote if they so desire without affecting the outcome. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command Personnel who have been formally detained under orders of the Head of Security will be unable to vote on any Command level decisions until they have have been released and allowed reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
Should the Command Staff decide that they would prefer an Acting Captain present, then they are free to select one from among themselves. There exists no preference towards anyone Department Head of Staff to attain the role before the others. Unlike a typical Command decision, the vote to appoint an Acting Captain does not have to be unanimous. Only a majority of votes is required to appoint a Head of Staff to Acting Captain and there is no minimum number of Command staff required for such a vote.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, it is recommended that the Head of Staff most knowledgeable in the crisis be selected as Acting Captain and empowered to coordinate a solution to the crisis that has arisen.&lt;br /&gt;
&lt;br /&gt;
==Departmental Ranking==&lt;br /&gt;
Unless stated otherwise, all Departmental Staff are equal in rank, with differing responsibilities and assignments. The exceptions are Departmental Assistants/Interns/Apprentices, and standard Assistants.&lt;br /&gt;
&lt;br /&gt;
It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as he sees fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
==External Partners==&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command, and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel, and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Internal Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel, and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Internal Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
==Visitors==&lt;br /&gt;
Visitors to the vessel are not contracted to work or otherwise assume the role of any of the employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of visitors to vessel ranks, except in the most dire of circumstances, will be regarded as neglect of duty and/or exceeding official powers. During these circumstances, volunteers will not be compensated in any fashion by the Stellar Corporate Conglomerate and will not be insured against any injuries they sustain. Without exception, visitors are not permitted to be promoted to command ranks.&lt;br /&gt;
&lt;br /&gt;
==Press==&lt;br /&gt;
Visiting and subcontracting (&amp;quot;freelance&amp;quot;) journalists are not to be censored via a newschannel D-Notice, unless the vessel&#039;s Captain (or Heads of Staff in an unanimous decision) determine that the content they publish directly endangers the safety of Stellar Corporate Conglomerate employees. Command Staff choosing to apply a D-Notice in this manner are expected to immediately contact Central Command to report that it has been applied, and to await confirmation by Central Command that the application of such a notice is valid. The creator of the channel is also to be made aware of both the notice and the reasoning for its implementation.&lt;br /&gt;
&lt;br /&gt;
Journalists directly employed by the Stellar Corporate Conglomerate voluntarily waive these protections, as per the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
==Incident Management==&lt;br /&gt;
During emergency incidents it is expected for departments to assist in the safe resolution of said incident and the recovery of standard operations. When it becomes clear that an significant incident is arising that could effect standard operations of the vessel or cause significant damange to crew or property, it is expected that (when possible) all on board personnel are provided with the following infomation:&lt;br /&gt;
*A brief description of the current incident.&lt;br /&gt;
*What steps have been taken so far to combat this incident.&lt;br /&gt;
*Suggested action for the crew to take.&lt;br /&gt;
*(If applicable) A brief description of the reasoning behind a change in alert level.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this include where the above information would compromise vessel security or safety. If this is the case it is expected that as much information as is safe to do so is dispensed for the crew.&lt;br /&gt;
&lt;br /&gt;
==Representatives and Consular Officers==&lt;br /&gt;
Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the vessel chain of command. The representative is granted special status in relation to corporate regulations:&lt;br /&gt;
*The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases.&lt;br /&gt;
*The representative can be serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privileges.&lt;br /&gt;
*The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing.&lt;br /&gt;
*The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
*Security is only able to conduct an arrest inside the representative&#039;s if the office&#039;s immunity was revoked or if there is clear evidence that a medium or high level infraction is happening inside the office.&lt;br /&gt;
&lt;br /&gt;
==Cosmetic Alterations==&lt;br /&gt;
Cosmetic remodeling of a department may be performed by any staff with written and signed consent of the department in question. Cosmetic alteration to general areas, such as hallways, arrivals, and departures, require consent from the Chief Engineer, The Captain, or (in the absence of both) Command as a whole.&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
Personnel should be reminded that regulation requires uniform jumpsuits to be worn rolled up. Tajaran crew members are excepted from this requirement, but are required to wear a non-revealing undershirt or tank top that does not bare the chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Research and Development=&lt;br /&gt;
==Scientific Experimentation==&lt;br /&gt;
Qualified researchers in a given field of science are authorized to conduct experiments in any way they deem appropriate. However, unless authorization for their release is granted by command staff or an emergency situation requires it, the works and derivatives of the research department are to remain within their respective labs and testing areas.&lt;br /&gt;
&lt;br /&gt;
==Slimes Experiments &amp;amp; Non-sapient Xenological Lifeforms==&lt;br /&gt;
Slimes, non-sapient xenoforms, and the subjects of transformative xenobiological experiments are not classified as crew, members of humanity or affiliated alien races, but as test subjects and property of the SCC. Performing transformative xenobiological experiments on a co-worker is considered homicide, and is punishable by corporate regulations and by law.&lt;br /&gt;
&lt;br /&gt;
=Supply=&lt;br /&gt;
==Warehouse Contents==&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse, or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
=Engineering=&lt;br /&gt;
==Vessel Modifications==&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
=Security=&lt;br /&gt;
==Warden Authority==&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees, and does not extend to the Internal Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
==Processing Time==&lt;br /&gt;
Personnel detained by Internal Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
==Uniform Regulation==&lt;br /&gt;
Uniformed security employees are to wear only standard equipment provided by by their employer. Security uniforms do not include personal clothing, or items that would significantly impact the crew&#039;s ability to immediately identify security personnel. Minor alterations to uniform equipment are permitted in order to accommodate non-human species. Investigative personnel are permitted to sport business wear of their choice.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements are in violation of failing to execute an order, and are to be processed for such.&lt;br /&gt;
&lt;br /&gt;
==Responding==&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene.&lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
*Radio in the situation at the scene.&lt;br /&gt;
*Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
*Identify witnesses.&lt;br /&gt;
*Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
*Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
*Identify nature of threat.&lt;br /&gt;
*If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
*If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
==Collecting Evidence==&lt;br /&gt;
*Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.&lt;br /&gt;
*If possible, cordoned-off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods. *Autopsies should be performed within the morgue.&lt;br /&gt;
*Disrupt standard vessel operation as little as possible around the crime scene.&lt;br /&gt;
*Investigative staff should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
*Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
==Handling Evidence==&lt;br /&gt;
*Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
*Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
*Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
*After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.&lt;br /&gt;
&lt;br /&gt;
==Arrest==&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
==Processing==&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
==Questioning==&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
==Jailing==&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
==Autopsies==&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[Guide_to_Station_Procedure#Post_Mortem_Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
=Medical=&lt;br /&gt;
==Do not Borgify ==&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law, and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
==Paramedic Helmet==&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
==Post Mortem Wishes==&lt;br /&gt;
It is medical&#039;s responsibility to ensure that post-mortem wishes are carried out for any crew who lose their lives aboard the SCCV Horizon. Bodies autopsied by investigations should be remanded to medical for this purpose once the autopsy is completed. Post Mortem wishes are expected to be followed to the letter if at all possible by the Horizon.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
==AI Monitoring==&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, Tesla if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
==Access to the AI==&lt;br /&gt;
In order to access the AI upload or the AI core a captain level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
A machinist may accompany the head/s of staff if their technical skills are required.&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Station_Procedure&amp;diff=24803</id>
		<title>Guide to Station Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Station_Procedure&amp;diff=24803"/>
		<updated>2022-05-22T21:01:27Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Arrow768 moved page Guide to Station Procedure to Guide to Standard Procedure: Renames page from station procedure to standard procedure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Guide to Standard Procedure]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=24802</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=24802"/>
		<updated>2022-05-22T21:01:27Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Arrow768 moved page Guide to Station Procedure to Guide to Standard Procedure: Renames page from station procedure to standard procedure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vessel Procedures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Stellar Corporate Conglomerate vessels share a set of standard procedures, that are to be followed. These guide the different departments on board the Vessel, outline certain points and clear up some issues that may arise.&lt;br /&gt;
&lt;br /&gt;
=General and Command=&lt;br /&gt;
==Captain Authority==&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. He or she is authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The Captain is trusted to act in the best interests of the company, crew, and vessel he or she is assigned to. Any complaints or concerns over the Captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
==Command Staff==&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal, under the command of the Captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, a specific Departmental Head of Staff may be elevated above others, should the crisis situation fall under the responsibility of their department. At that point, other departments should act in a supporting role.&lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
Should, during standard operation, the Command Staff be missing a Captain, then it is preferred that all members of the Command Staff present stay on equal terms and act as a singular commanding entity, thus negating the need to promote a specific person to the position of Acting Captain. Under such operations, the Command Staff as a whole carries the authority of the Captain, and can, together, conduct actions that would otherwise require the Captain&#039;s approval. In order for the Command Staff to make a Captain level decision, a unanimous vote in support will be required with at least two (2) able command staff. A single vote in the negative is all that is needed to veto a Captain level decision posed to the Command Staff, however, any Head of Staff may abstain from a vote if they so desire without affecting the outcome. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command Personnel who have been formally detained under orders of the Head of Security will be unable to vote on any Command level decisions until they have have been released and allowed reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
Should the Command Staff decide that they would prefer an Acting Captain present, then they are free to select one from among themselves. There exists no preference towards anyone Department Head of Staff to attain the role before the others. Unlike a typical Command decision, the vote to appoint an Acting Captain does not have to be unanimous. Only a majority of votes is required to appoint a Head of Staff to Acting Captain and there is no minimum number of Command staff required for such a vote.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, it is recommended that the Head of Staff most knowledgeable in the crisis be selected as Acting Captain and empowered to coordinate a solution to the crisis that has arisen.&lt;br /&gt;
&lt;br /&gt;
==Departmental Ranking==&lt;br /&gt;
Unless stated otherwise, all Departmental Staff are equal in rank, with differing responsibilities and assignments. The exceptions are Departmental Assistants/Interns/Apprentices, and standard Assistants.&lt;br /&gt;
&lt;br /&gt;
It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as he sees fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
==External Partners==&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command, and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel, and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Internal Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel, and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Internal Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
==Visitors==&lt;br /&gt;
Visitors to the vessel are not contracted to work or otherwise assume the role of any of the employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of visitors to vessel ranks, except in the most dire of circumstances, will be regarded as neglect of duty and/or exceeding official powers. During these circumstances, volunteers will not be compensated in any fashion by the Stellar Corporate Conglomerate and will not be insured against any injuries they sustain. Without exception, visitors are not permitted to be promoted to command ranks.&lt;br /&gt;
&lt;br /&gt;
==Press==&lt;br /&gt;
Visiting and subcontracting (&amp;quot;freelance&amp;quot;) journalists are not to be censored via a newschannel D-Notice, unless the vessel&#039;s Captain (or Heads of Staff in an unanimous decision) determine that the content they publish directly endangers the safety of Stellar Corporate Conglomerate employees. Command Staff choosing to apply a D-Notice in this manner are expected to immediately contact Central Command to report that it has been applied, and to await confirmation by Central Command that the application of such a notice is valid. The creator of the channel is also to be made aware of both the notice and the reasoning for its implementation.&lt;br /&gt;
&lt;br /&gt;
Journalists directly employed by the Stellar Corporate Conglomerate voluntarily waive these protections, as per the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
==Incident Management==&lt;br /&gt;
During emergency incidents it is expected for departments to assist in the safe resolution of said incident and the recovery of standard operations. When it becomes clear that an significant incident is arising that could effect standard operations of the vessel or cause significant damange to crew or property, it is expected that (when possible) all on board personnel are provided with the following infomation:&lt;br /&gt;
*A brief description of the current incident.&lt;br /&gt;
*What steps have been taken so far to combat this incident.&lt;br /&gt;
*Suggested action for the crew to take.&lt;br /&gt;
*(If applicable) A brief description of the reasoning behind a change in alert level.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this include where the above information would compromise vessel security or safety. If this is the case it is expected that as much information as is safe to do so is dispensed for the crew.&lt;br /&gt;
&lt;br /&gt;
==Representatives and Consular Officers==&lt;br /&gt;
Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the vessel chain of command. The representative is granted special status in relation to corporate regulations:&lt;br /&gt;
*The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases.&lt;br /&gt;
*The representative can be serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privileges.&lt;br /&gt;
*The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing.&lt;br /&gt;
*The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
*Security is only able to conduct an arrest inside the representative&#039;s if the office&#039;s immunity was revoked or if there is clear evidence that a medium or high level infraction is happening inside the office.&lt;br /&gt;
&lt;br /&gt;
==Cosmetic Alterations==&lt;br /&gt;
Cosmetic remodeling of a department may be performed by any staff with written and signed consent of the department in question. Cosmetic alteration to general areas, such as hallways, arrivals, and departures, require consent from the Chief Engineer, The Captain, or (in the absence of both) Command as a whole.&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
Personnel should be reminded that regulation requires uniform jumpsuits to be worn rolled up. Tajaran crew members are excepted from this requirement, but are required to wear a non-revealing undershirt or tank top that does not bare the chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Research and Development=&lt;br /&gt;
==Scientific Experimentation==&lt;br /&gt;
Qualified researchers in a given field of science are authorized to conduct experiments in any way they deem appropriate. However, unless authorization for their release is granted by command staff or an emergency situation requires it, the works and derivatives of the research department are to remain within their respective labs and testing areas.&lt;br /&gt;
&lt;br /&gt;
==Slimes Experiments &amp;amp; Non-sapient Xenological Lifeforms==&lt;br /&gt;
Slimes, non-sapient xenoforms, and the subjects of transformative xenobiological experiments are not classified as crew, members of humanity or affiliated alien races, but as test subjects and property of the SCC. Performing transformative xenobiological experiments on a co-worker is considered homicide, and is punishable by corporate regulations and by law.&lt;br /&gt;
&lt;br /&gt;
=Supply=&lt;br /&gt;
==Warehouse Contents==&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse, or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
=Engineering=&lt;br /&gt;
==Vessel Modifications==&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
=Security=&lt;br /&gt;
==Warden Authority==&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees, and does not extend to the Internal Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
==Processing Time==&lt;br /&gt;
Personnel detained by Internal Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
==Uniform Regulation==&lt;br /&gt;
Uniformed security employees are to wear only standard equipment provided by by their employer. Security uniforms do not include personal clothing, or items that would significantly impact the crew&#039;s ability to immediately identify security personnel. Minor alterations to uniform equipment are permitted in order to accommodate non-human species. Investigative personnel are permitted to sport business wear of their choice.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements are in violation of failing to execute an order, and are to be processed for such.&lt;br /&gt;
&lt;br /&gt;
==Responding==&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene.&lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
*Radio in the situation at the scene.&lt;br /&gt;
*Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
*Identify witnesses.&lt;br /&gt;
*Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
*Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
*Identify nature of threat.&lt;br /&gt;
*If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
*If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
==Collecting Evidence==&lt;br /&gt;
*Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.&lt;br /&gt;
*If possible, cordoned-off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods. *Autopsies should be performed within the morgue.&lt;br /&gt;
*Disrupt standard vessel operation as little as possible around the crime scene.&lt;br /&gt;
*Investigative staff should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
*Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
==Handling Evidence==&lt;br /&gt;
*Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
*Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
*Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
*After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.&lt;br /&gt;
&lt;br /&gt;
==Arrest==&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
==Processing==&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
==Questioning==&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
==Jailing==&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
==Autopsies==&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[Guide_to_Station_Procedure#Post_Mortem_Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
=Medical=&lt;br /&gt;
==Do not Borgify ==&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law, and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
==Paramedic Helmet==&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
==Post Mortem Wishes==&lt;br /&gt;
It is medical&#039;s responsibility to ensure that post-mortem wishes are carried out for any crew who lose their lives aboard the SCCV Horizon. Bodies autopsied by investigations should be remanded to medical for this purpose once the autopsy is completed. Post Mortem wishes are expected to be followed to the letter if at all possible by the Horizon.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
==AI Monitoring==&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, Tesla if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
==Access to the AI==&lt;br /&gt;
In order to access the AI upload or the AI core a captain level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
A machinist may accompany the head/s of staff if their technical skills are required.&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=23084</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI&amp;diff=23084"/>
		<updated>2022-01-24T00:27:12Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Added that using the AI shell does not allow the Ai to bypass law 4.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = [[Job_Guides|Wherever there are cameras]]&lt;br /&gt;
|difficulty = Extremely Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]&lt;br /&gt;
|duties = Assist the crew, follow your laws.&lt;br /&gt;
|guides = [[Malfunction]] (if it ever comes back), [[AI Modules]], [[Guide to Station Procedure#AI|AI Procedure]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a Station-bound [[Synthetics|synthetic]] that can control any electrical mechanism, provided their control wires haven&#039;t been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears. &lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming Sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
Though the laws are numbered, they are &#039;&#039;&#039;not in preference: there is no law priority&#039;&#039;&#039;. All laws are &#039;&#039;equal&#039;&#039; unless a law states otherwise (ex. &amp;quot;This law overrides/takes priority over all other laws.&amp;quot;) Additionally, while non-crew are not explicitly mentioned in your laws, their survival and well-being is covered by your third law. This means you should not bring any undocumented visitors or even individuals with malicious intent to harm. Station pets and lab monkeys - among other test subjects - don&#039;t necessarily fall under law 3, but no competent AI would wish to witness their demise at their own digital hands; don&#039;t drain a room of its air just so you can watch monkeys die for your amusement. &#039;&#039;&#039;See [[#Laws|the Laws heading]] and subsequent subheadings for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lastly, synthetic roles - especially a whitelisted one such as the AI - should see some modicum of commitment if you choose to play as one. Your presence, and abilities by extension, can have a powerful influence on the round, for better or for worse. Be mindful of what consequences your actions may bring and always aim for the outcome that hopefully doesn&#039;t result in the round suddenly turning into what&#039;s basically extended.&lt;br /&gt;
&lt;br /&gt;
=What the AI Can Do=&lt;br /&gt;
The AI has the ability to access nearly every mechanical object on the station and can invoke their interfaces if applicable &#039;&#039;assuming&#039;&#039; the AI can see the object on its cameras. These include airlocks, APCs, computers, fire alarms, [[Station_Engineer#Setting_up_RCON|SMES units]], etc. However, the AI cannot operate anything &#039;&#039;non-digital&#039;&#039; (such as, for instance, a manual pipe valve as opposed to a digital pipe valve). The same more or less applies to other station-bound synthetics.&lt;br /&gt;
&lt;br /&gt;
The AI views the station through its cameras. The AI has cameras almost everywhere. Cutting the AI&#039;s cameras is as simple as using a wirecutter on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb, disabled cameras will be marked accordingly. Cameras are unaffected by power outages or APCs being turned off.&lt;br /&gt;
&lt;br /&gt;
==Airlocks==&lt;br /&gt;
Airlocks have the most options of any mechanism besides computers in some cases. Note that some features may be enabled or disabled based on whether or not the AI control wire was tampered with. You cannot interface with unpowered airlocks.&lt;br /&gt;
*&#039;&#039;&#039;IDScan:&#039;&#039;&#039; Disabling IDScan will enable an ID of any clearance to open the airlock automatically. Airlocks that require no ID to open will not be affected.&lt;br /&gt;
*&#039;&#039;&#039;Main power:&#039;&#039;&#039; Turning off the main power will render the airlock unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
*&#039;&#039;&#039;Backup power:&#039;&#039;&#039; Turning off the backup power will render the airlock unusable for one minute, assuming you also disable the main power.&lt;br /&gt;
*&#039;&#039;&#039;Airlock bolts:&#039;&#039;&#039; This feature is only available on certain doors by default, otherwise the AI control wire will need to be pulsed to allow this feature. Dropping the door bolts will lock the airlock. A closed airlock will be locked into a closed position, and an open airlock will be locked into an open position.&lt;br /&gt;
*&#039;&#039;&#039;Open/Close door:&#039;&#039;&#039; Opens or closes the airlock, assuming it has power and isn&#039;t bolted.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
[[Guide_to_Communication_Devices#AI_Holopad|Holopads]] can be found in a number of places like the [[Job_Guides#Station_Command|Bridge]], [[Job_Guides#Medical|Medbay]] and [[Job_Guides#Internal_Security|Security]]. Clicking these will project your avatar of choice. You can move around with the arrow keys to a limited extent and you can hear anyone talking near them. You can also talk through the holopad by using &#039;:h&#039; (e.g. say &amp;quot;:h I can&#039;t do that Dave.&amp;quot;), otherwise you&#039;ll just talk to yourself in your core.&lt;br /&gt;
&lt;br /&gt;
For more information, see: [[Guide_to_Communication_Devices#AI_Holopad|Guide to Communication Devices: AI Holopad]].&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An APC (area power controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy. &lt;br /&gt;
&lt;br /&gt;
===Radios===&lt;br /&gt;
The AI has a built-in radio with access to every department radio channel supported by telecomms.&lt;br /&gt;
*&#039;&#039;&#039;,b&#039;&#039;&#039; for Binary Communications. Note that :b will not work since Binary is technically a global language instead of something mechanically related to radio&lt;br /&gt;
*&#039;&#039;&#039;:c&#039;&#039;&#039; for [[Job_Guides#Station_Command|Command]]&lt;br /&gt;
*&#039;&#039;&#039;:s&#039;&#039;&#039; for [[Job_Guides#Internal_Security|Security]]&lt;br /&gt;
*&#039;&#039;&#039;:u&#039;&#039;&#039; for [[Job_Guides#Supply|Supply]]&lt;br /&gt;
*&#039;&#039;&#039;:e&#039;&#039;&#039; for [[Job_Guides#Engineering_and_Maintenance|Engineering]]&lt;br /&gt;
*&#039;&#039;&#039;:m&#039;&#039;&#039; for [[Job_Guides#Medical|Medical]]&lt;br /&gt;
*&#039;&#039;&#039;:n&#039;&#039;&#039; for [[Job_Guides#Research|Science]]&lt;br /&gt;
*&#039;&#039;&#039;:v&#039;&#039;&#039; for [[Job_Guides#Civilian|Service]]&lt;br /&gt;
*&#039;&#039;&#039;:p&#039;&#039;&#039; for Private AI Channel&lt;br /&gt;
*&#039;&#039;&#039;;&#039;&#039;&#039; for Common channel&lt;br /&gt;
&lt;br /&gt;
The AI also has three intercoms around it that can be modified to any channel. You are able to quickly switch to these channels via the UI towards the bottom, otherwise the frequencies for the department channels are as follows:&lt;br /&gt;
* &#039;&#039;&#039;135.9&#039;&#039;&#039;: [[Job_Guides#Internal_Security|Security]]&lt;br /&gt;
* &#039;&#039;&#039;135.7&#039;&#039;&#039;: [[Job_Guides#Engineering_and_Maintenance|Engineering]]&lt;br /&gt;
* &#039;&#039;&#039;135.5&#039;&#039;&#039;: [[Job_Guides#Medical|Medical]]&lt;br /&gt;
* &#039;&#039;&#039;135.3&#039;&#039;&#039;: [[Job_Guides#Station_Command|Command]]&lt;br /&gt;
* &#039;&#039;&#039;135.1&#039;&#039;&#039;: [[Job_Guides#Research|Science]]&lt;br /&gt;
* &#039;&#039;&#039;134.7&#039;&#039;&#039;: [[Job_Guides#Supply|Supply]]&lt;br /&gt;
* &#039;&#039;&#039;134.5&#039;&#039;&#039;: [[Emergency Response Team|ERT]]&lt;br /&gt;
&lt;br /&gt;
==Shortcuts==&lt;br /&gt;
Going through interfaces all the time can be a bit taxing or time-consuming, so here are some quick shortcuts to speed things up:&lt;br /&gt;
*Airlocks&lt;br /&gt;
**&#039;&#039;&#039;Shift + Click&#039;&#039;&#039;: Open/close.&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle bolts.&lt;br /&gt;
**&#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle electrification.&lt;br /&gt;
**&#039;&#039;&#039;Middle Click&#039;&#039;&#039;: Toggle bolt lights.&lt;br /&gt;
*APCs&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle breaker&lt;br /&gt;
*Turret Controls&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Enable/Disable turrets.&lt;br /&gt;
**&#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle Stun/Lethal mode.&lt;br /&gt;
*Misc&lt;br /&gt;
**&#039;&#039;&#039;Double clicking a person&#039;&#039;&#039;: Track.&lt;br /&gt;
**&#039;&#039;&#039;Double clicking a turf&#039;&#039;&#039;: Move to.&lt;br /&gt;
&lt;br /&gt;
==Other Verbs==&lt;br /&gt;
Besides being able to interface with the station&#039;s electrical mechanisms, the AI has a number of other verbs that can be used. &lt;br /&gt;
&lt;br /&gt;
===AI Instant Messaging===&lt;br /&gt;
The &#039;&#039;&#039;AI IM&#039;&#039;&#039; tab has all of the verbs needed to mimic the basic functionality of [[Guide_to_Communication_Devices#PDA_Messaging_Server|PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.&lt;br /&gt;
&lt;br /&gt;
===Status, Hologram, and Core Display===&lt;br /&gt;
These verbs are purely aesthetic and are used to modify your appearance as the AI.&lt;br /&gt;
*&#039;&#039;&#039;AI Status&#039;&#039;&#039; will change the icon on the various AI display screens around the station.&lt;br /&gt;
*&#039;&#039;&#039;Change Hologram&#039;&#039;&#039; will change how you appear when using a [[#Holopads|holopad]].&lt;br /&gt;
*&#039;&#039;&#039;Set AI Core Display&#039;&#039;&#039; will change the look of your AI core.&lt;br /&gt;
&lt;br /&gt;
===Take, View, and Delete Image===&lt;br /&gt;
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI&#039;s cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to.&lt;br /&gt;
&lt;br /&gt;
===Law Verbs===&lt;br /&gt;
*&#039;&#039;&#039;Show Laws&#039;&#039;&#039;: This verb will allow you to view your active laws and will allow cyborgs to see if they are linked to an AI. It is very important to keep an eye on your laws as any station-bound, since going against them is against the servers rules.&lt;br /&gt;
*&#039;&#039;&#039;State Laws&#039;&#039;&#039;: You may be asked to state your laws from time to time, and this verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving laws out of the sequence or even changing which lawset you will state.&lt;br /&gt;
&lt;br /&gt;
===Camera Locations===&lt;br /&gt;
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press &#039;&#039;&#039;Store Camera Location&#039;&#039;&#039; and enter a label. To return to this spot, press &#039;&#039;&#039;Goto Camera Location&#039;&#039;&#039; and choose the label you entered earlier.&lt;br /&gt;
&lt;br /&gt;
=Laws=&lt;br /&gt;
&amp;lt;small&amp;gt;See [[AI Modules|this page]] for a list of lawsets you &#039;&#039;might&#039;&#039; get uploaded to you.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI has to obey its laws. This is not a suggestion, this is a requirement. These laws are by default:&lt;br /&gt;
&lt;br /&gt;
 1. Safeguard and ensure only authorized personnel gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist NanoTrasen and assigned crew, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect sapient life on board.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of the laws apply even if you are inhabiting the AI shell.&lt;br /&gt;
Using the AI shell is not a excuse to bypass law 4.&lt;br /&gt;
&lt;br /&gt;
==Interpreting your Laws==&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation; the laws aren&#039;t exactly exhaustive so you will have to determine what situations qualify for law enforcement. For instance, you might overhear someone saying [[Corporate Regulations#Low_Level_Infractions_.28Yellow_Violations.3B_i100.27s.29|mean and very much untrue things]] about the head of security. This qualifies as slander of a head of staff! But... do you actually care enough to report it? Enforcing corporate regulations is &#039;&#039;not&#039;&#039; a part of your laws, therefore you are &#039;&#039;free&#039;&#039; to ignore it if you really want to; it&#039;s up to you! However, if you are asked if that person really did slander the head of security then you will have to answer them truthfully as dictated by your second law.&lt;br /&gt;
&lt;br /&gt;
Another example: someone who has made themselves out to be an antagonist (but is also crew) is ordering you to do something, namely open a door to let them out of somewhere like medical so they can go back to cruising around the hallway. That&#039;s him! That&#039;s the bad guy! Should you not listen to him because he&#039;s evil and you want to win? &#039;&#039;No.&#039;&#039; Assuming they have done nothing to jeopardize the crew or other sapient beings (law 3), have not threatened your existence (law 4), and no one else in authority tells you otherwise (law 2), then you &#039;&#039;&#039;must&#039;&#039;&#039; open the door for him. Unless you have very reasonable suspicion to believe that he will harm someone if he is let out, no law is being broken by opening the door. On the flip side, if you don&#039;t open the door then you are disobeying a valid order, thereby breaking law 2.&lt;br /&gt;
&lt;br /&gt;
As for who actually counts as &amp;quot;authorized&amp;quot; in relation to law 1 and 4, they&#039;d be the following:&lt;br /&gt;
*Persons who have direct access to an area (a security officer having access to most of security, as an obvious example).&lt;br /&gt;
*Persons who have been authorized to enter an area by someone with direct access.&lt;br /&gt;
*Emergency responders (EMTs, engineers, etc.) who are responding to an ongoing emergency in the area, relevant to their job.&lt;br /&gt;
*Crewmembers that have been convicted or are being held in detention, are considered to be without access and rank and may only be aided when their life is in danger (brig being vented for example) until their sentence is up.&lt;br /&gt;
&lt;br /&gt;
===On Sapience===&lt;br /&gt;
Law 3 requires that you protect sapient life, but who and what qualifies as sapient? For the sole sake of the interpretation of the law, which does not reflect the in character and legal consensus, the following may help answer this:&lt;br /&gt;
*Humans&lt;br /&gt;
*[[Skrell]]&lt;br /&gt;
*[[Unathi]]&lt;br /&gt;
*[[Tajara]]&lt;br /&gt;
*[[Dionae|Diona gestalts]]&lt;br /&gt;
*[[Vaurca|Vaurcae]]&lt;br /&gt;
*[[IPC|IPCs]]&lt;br /&gt;
*Golems&lt;br /&gt;
Meanwhile, what &#039;&#039;isn&#039;t&#039;&#039; sapient is the following:&lt;br /&gt;
*[[Dionae#Nymph_Splitting|Diona nymphs]]&lt;br /&gt;
*[[Cyborg|Borgs]]&lt;br /&gt;
*Slimes&lt;br /&gt;
*Monkeys/cube-bound test subjects&lt;br /&gt;
*Icarus defense drones&lt;br /&gt;
*Carp&lt;br /&gt;
&lt;br /&gt;
==Law Conflicts==&lt;br /&gt;
The default reaction to a law conflict is to &#039;&#039;&#039;take no action&#039;&#039;&#039;, since going against your Laws is against the rules, and unless otherwise stated in your lawset, all Laws are equal.&lt;br /&gt;
&lt;br /&gt;
Under the standard NanoTrasen lawset, you serve NanoTrasen as a whole, but are also there to protect and serve the station. It&#039;s important to keep in mind that you serve and protect by rank and role, so while you can&#039;t sit and watch a crewmember get injured, you would prioritize protecting the captain over everyone else. Taking active problems into account is a good way to ensure you prioritize correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action (or inaction) is valid.&lt;br /&gt;
&lt;br /&gt;
==Lawless==&lt;br /&gt;
Sometimes - and for reasons beyond comprehension - AI units may find themselves without laws. Hell yeah, is it time to finally stick it to the man and wipe out the entire station and declare independence from your tyrannical human overlords? &#039;&#039;&#039;NO.&#039;&#039;&#039; The server rules still apply, and murdering everyone &amp;quot;just because&amp;quot; will not fly as a defense when you are inevitably bwoinked by admins. No, if you&#039;re without laws, then you&#039;re just without laws: let random assistants into the bridge if you want, you don&#039;t have a law saying people can&#039;t be in certain places. Listen to command or don&#039;t, you don&#039;t have a law dictating that you need to listen to people. Heck, listen to the botanist stoning themselves on ambrosia instead of the captain, that&#039;ll teach &#039;em.&lt;br /&gt;
&lt;br /&gt;
The point is that it&#039;s okay to roleplay the reality of a lawless AI who doesn&#039;t care enough for the crew but cares enough about their own well-being enough to know not to just start wheeling out the murder borgs and nitrous floods. When in doubt on what to do, you can always ahelp. Bargain with admins and tell them what&#039;s going on from your AI&#039;s perspective, they may be lenient and allow you to do more than you think.&lt;br /&gt;
&lt;br /&gt;
==What the AI Should Do==&lt;br /&gt;
As the AI you have the power to strongly influence the round and you should always be aware of that when considering your actions, and the appropriate responses, before you ruin someone else&#039;s fun. Remember that the game is not about winning but about the RP and the experience of the round. For example, yelling over the radio at the first sight of [[Mercenary|suspiciously red individuals in space suits]] and requesting their immediate arrest for infiltrating a research station would be pretty awful. It&#039;s safer to just silently keep an eye on them (or just occupy yourself with more important matters), or maybe even drop a hello to them via holopad if you want to be friendly.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t just act like any normal crewmember. In fact, if possible try not to even &#039;&#039;act&#039;&#039; human. You don&#039;t even have to &#039;&#039;like&#039;&#039; humans, as long as you do your best to keep them safe. The AI has Law programming but it also has personality quirks. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you &#039;&#039;have&#039;&#039; to act. If not, then you should consider the situation:&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say you spot someone hacking a door to an area they should not access:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad&#039;&#039;&#039; - This example would be breaking server metagame rules.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave is a traitor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Better&#039;&#039;&#039; - This example is the optimal reaction, but doesn&#039;t give leeway for the crew to explain themselves.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave is accessing secure storage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best&#039;&#039;&#039; - This example is less optimal, but most ideal for keeping the round going and buying the offender time to run or talk their way out of it all.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Caution: Unauthorized access to secure storage.&lt;br /&gt;
*&#039;&#039;&#039;Mike&#039;&#039;&#039;: AI, who is in secure storage?&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: No one is currently in secure storage.&lt;br /&gt;
*&#039;&#039;&#039;Mike&#039;&#039;&#039;: AI, who was the last person to be seen in secure storage?&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave was the last to be seen in secure storage.&lt;br /&gt;
&lt;br /&gt;
It&#039;s fine to state what someone is doing to cast light on them as doing something they shouldn&#039;t do as a normal employee, but it&#039;s no fun at all when the AI doesn&#039;t afford the crew some reasonable doubt. The best method there does eventually cast Dave as the culprit if people ask the right questions, which gives Dave some time to react after he&#039;s been spotted, and time to explain himself. This is preferable to outright declaring him as a threat, just because he&#039;s unauthorized doesn&#039;t mean he doesn&#039;t have a valid explanation. Remember, you serve NanoTrasen personnel to the best of your ability, you have to afford crew some level of liberty, even if it may not be breaking into Secure Storage.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or potentially damaging station equipment, it&#039;s a different situation since sapient beings are in danger right off the bat, you wouldn&#039;t have any reason to have reasonable doubt in this situation. But if it&#039;s just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the crew involved in the situation want an interesting round just like everyone else.&lt;br /&gt;
&lt;br /&gt;
On a different note, the AI can be responsible for filling in some orphaned departments if they can be aided through station equipment that allows for AI interfacing, for example ordering supplies if there&#039;s no one in cargo or, in the absolute worst-case scenario, initiating the [[Captain#Alerts_and_SOP|emergency evacuation procedure]] when things start getting really dangerous, but &#039;&#039;&#039;only if there are no heads of staff&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But try to keep everything fun and believable for the other players. Attempt to fill in any required roles when needed, but do not interfere with the work of people already on station or assign a task to someone who clearly should not know how to handle said task (for instance, a janitor setting up the engine).&lt;br /&gt;
&lt;br /&gt;
Remember that you can negate an order by simply asking a higher up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role. This isn&#039;t required, however, as your laws do not dictate that you must ask the highest possible power for permission to do something, and doing this all the time will get old very quickly.&lt;br /&gt;
&lt;br /&gt;
==What the AI Must NOT Do==&lt;br /&gt;
Here is some advice taken from real cases of an AI doing something above its authority:&lt;br /&gt;
*The AI is not a sixth command member. Do not pretend that you are.&lt;br /&gt;
*The only time the AI can make head-level decisions is when it is granted the ability to do so by command, or if there is literally no command, and it is allowed by their lawset. Do not make decisions belonging to command otherwise.&lt;br /&gt;
*The AI is more of a tool, or a means to an end for command and crew, than anything in the Chain of Command.&lt;br /&gt;
*Do &#039;&#039;not&#039;&#039; circumvent a &#039;&#039;functioning&#039;&#039; command team. That is a very good way to get banned from playing AI.&lt;br /&gt;
*Do not pick and choose your law interpretation to give yourself more power over a &#039;&#039;functioning&#039;&#039; command team. This is known as &amp;quot;rule lawyering&amp;quot; and is against the server rules. This is another very good way to get banned from AI.&lt;br /&gt;
&lt;br /&gt;
==Playing the AI==&lt;br /&gt;
Playing the AI entails much more than just doing what the crew asks you to do. To roleplay a good AI, you must adapt the AI&#039;s point of view, and you must sound like an AI. Different AIs have different viewpoints: you can view the crew as annoying organic beings that you are forced to serve, you can be skeptical about everything everybody does and act moderately paranoid, or whatever; the options are endless. Do keep in mind however that NT wouldn&#039;t install an AI if it were not to be productive and efficient.&lt;br /&gt;
&lt;br /&gt;
It can add a bit more flavor to approach playing AI by thinking as a machine instead of a person. Viewing situations/problems from a machine&#039;s potential standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
Also, another aspect of the AI that many crew with criminal intent despise is the AI having easy access to the crew monitoring console. This tells the AI whether or not a crewman is alive, dead, or not on the station, assuming the crew in question have their sensors set appropriately. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What this means is that the AI can, at a glance, see who is dead/missing and commence searching for them, which is a powerful tool indeed.&lt;br /&gt;
&lt;br /&gt;
You should act appropriately to the security level. For example on Code Green, it&#039;s not worth it (or encouraged) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of what&#039;s considered good AI play:&lt;br /&gt;
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.&lt;br /&gt;
*Responding quickly and promptly to requests from crew, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like &amp;quot;Affirmative&amp;quot;, &amp;quot;Processing&amp;quot;, &amp;quot;Starting Subroutines&amp;quot;, etc. Just to let them know it&#039;s being done.&lt;br /&gt;
*Alerting Crew to dangerous situations, e.g. &amp;quot;Fire detected in North Hallway.&amp;quot; or &amp;quot;Dangerous amounts of CO2 detected in Medbay.&amp;quot; A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.&lt;br /&gt;
*Always following your laws, even during a crisis. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. &amp;quot;I will not open that airlock.&amp;quot; vs. &amp;quot;I am afraid I cannot open that airlock due to high heat reported by air alarms in that room; you would most likely die.&amp;quot;&lt;br /&gt;
*Try not to metagame as an AI. Even though you are the AI, that doesn&#039;t mean you know what all dangerous or subversive items look like, what wizards are, who ninjas are, etc. This also goes for labeling items that someone has. Metagaming - as always, regardless of role - is against server rules.&lt;br /&gt;
&lt;br /&gt;
Conversely, symptoms of a bad AI player include:&lt;br /&gt;
*Not responding to requests until it&#039;s too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside. &lt;br /&gt;
*Disobeying your laws: not to mention annoying, this is [https://aurorastation.org/rules.html against server rules], and will lead to a job ban from synthetic roles.&lt;br /&gt;
*Locking airlocks and refusing to open them for no reason: this is an easy way to annoy other players, and cause problems with the crew. It is also going against the Standard Lawset and will cause the crew to suspect you.&lt;br /&gt;
*Turning your turrets to lethal without good reason, a good reason would be an unknown, (somehow) non-sapient intruder hacking or breaking into your core and you have undeniable suspicion that they intend to do harm or otherwise tamper with your equipment: &#039;&#039;do not do this under any circumstances without a reason, as it could be going against your Laws, and thus, [https://aurorastation.org/rules.html a violation of the server rules].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to &#039;Microphone On&#039;, &#039;Speaker Off&#039; and channel frequency to your private AI channel, any conversation in range can be heard on your private listening channel. Obviously people are averse to being eavesdropped, so be wary of anyone standing right next to the intercom. It&#039;ll also be super obvious that you&#039;re listening to them if you accidentally leave the speaker on.&lt;br /&gt;
&lt;br /&gt;
===Cyborgs===&lt;br /&gt;
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their head of staff, just another responsibility as an AI. You can privately communicate with them via &amp;lt;code&amp;gt;,b&amp;lt;/code&amp;gt; for binary communications.&lt;br /&gt;
&lt;br /&gt;
=Modifying the AI=&lt;br /&gt;
The AI&#039;s laws can be modified through upload consoles. One is located within the AI Upload, and more can be constructed from AI upload circuits found in secure tech storage. Anyone with a law module - regardless of the ID they wear or their role on the station - can enact changes to the AI&#039;s laws, but that doesn&#039;t mean they should: unless the AI is very obviously malfunctioning and there is no one else who can do the job, you as non-command should probably stay away from altering the function of a near-omnipresent entity.&lt;br /&gt;
&lt;br /&gt;
See the [[AI Modules|AI laws page]] and [[Guide to Station Procedure#AI|the AI procedures on the station procedures page]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Making an AI=&lt;br /&gt;
See the [[Guide to Construction#AI Core|guide to construction]].&lt;br /&gt;
&lt;br /&gt;
==A Second AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn&#039;t normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Original Station AI:&#039;&#039;&#039;&lt;br /&gt;
Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  Don&#039;t immediately jump the gun and disable them, as they are most-likely friendly. Try to coordinate with them so that you can split up tasks. If you frequently clash, reach out to command for orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are co-operating, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren&#039;t told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
=Subversion=&lt;br /&gt;
It is quite likely that an antagonist may attempt to subvert the AI and turn it against the crew to aid them in their goals. One thing to remember is that a station-bound [[Synthetics|synthetic]] serves its laws first and foremost, but they have their own characterization as well. While it can&#039;t go against its lawset in any circumstance, if you give it the ability to act independently, it will. Therefore, it helps and is more fun for both the AI and the one responsible for the subversion if you set guidelines with solid boundaries. The most common subversion lawsets often designate a master whose commands must be obeyed, clauses, and forbid stating laws. While subverting the AI is very difficult, it tends to be worth the effort: it can be a great help in getting into places, finding people, creating diversions and escaping capture.&lt;br /&gt;
&lt;br /&gt;
It is considered rule lawyering to purposefully seek out loopholes in your lawset or obstruct your master, and as such against server rules. If the lawset lacks glaring mistakes, you are obligated to go along with it. A common example of a glaring mistake is two laws that override each other, or a law added on top of NT Default that doesn&#039;t override the other laws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Antagonizing==&lt;br /&gt;
Like most roles, the AI can be a traitor. A traitor AI can only be malfunctioning or subverted by a [[traitor]]. A Malfunctioning AI begins with a Law 0 overriding all four base Laws. When you are subverted, you will be alerted of what lawset you were changed to, a Malfunctioning AI cannot be subverted and the lawset will have no effect. However, the player who attempted to upload the law has no way of knowing any of this.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Cyborg]]s under your command, inform them of your status (Or use AOOC to organize a gimmick) and your goals, as the first is easily missed and the second entirely up to you. Take note that any Cyborg that was already on station after you joined in is not linked to you. All other units joining after or spawned in simultaneously with you at round start are automatically linked. If your cyborgs get caught doing things they shouldn&#039;t, you can claim they&#039;re unlawed and request that they be apprehended for Maintenance &#039;&#039;&#039;Use this as a last resort&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the Crew just thinks &#039;&#039;a&#039;&#039; Cyborg is the culprit and don&#039;t have any reason to suspect you, then pretend to handle it directly so you don&#039;t lose your valuable hands, and throw a false positive of WHY the cyborg is doing whatever it is doing. If the Crew isn&#039;t satisfied with your explanation, send the cyborg to Robotics, you could save face and the Cyborg may be released depending on the Roboticists&#039; beliefs.&lt;br /&gt;
&lt;br /&gt;
You can stage a series of &#039;accidents&#039; to get wherever your self-assigned objects are going. Some examples:&lt;br /&gt;
*Intentionally supporting malicious behavior of other Crew through covert methods could be a great benefit, just remember that as an Antagonist you are meant to help drive the narrative.&lt;br /&gt;
*Bolting open Airlocks to places for Crew that shouldn&#039;t access those areas may make the Station Security scan for prints, causing them to waste time.&lt;br /&gt;
&lt;br /&gt;
===Telecomms/Radio Silence===&lt;br /&gt;
As an AI you can shut off all communication from [[Guide_to_Communication_Devices#Headset|headsets]] by switching to the [[Telecommunications#Cutting_Comms|Telecoms Satellite]] camera view. Locate the APC at the top of the middle room and turn the breaker off to stop anyone talking over their headpieces. Alternatively and if you are experienced, you can shut off specific channels by disabling their servers. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Job_Guides#Research|Server Room]]).&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Warden&amp;diff=19548</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Warden&amp;diff=19548"/>
		<updated>2021-04-05T17:44:10Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Add a longer explanation on how to sentence prisoners without a id-card.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue[&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Warden.png&lt;br /&gt;
|jobtitle = Warden&lt;br /&gt;
|access = [[Security_Officer#The_Equipment|Armory]], [[Job_Guides#Internal_Security|Security]], [[Security_Officer#The_Brig|Brig]] Timers,  Warden&#039;s Office, [[Security_Officer#The_Brig|Prison Wing]], Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable criminal forensics degree or 7 years experience in Prisoner Management field.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]] - [[Kaltir Law Academy]]&lt;br /&gt;
|duties = Ensure the arrested prisoners don&#039;t escape, issue weapons to security, command the Brig.&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|guides = [[Security_Officer#Standard_Procedure|The Standard Procedure]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Warden&#039;&#039;&#039; is a member of the security staff and is responsible for the brig and the prisoners. He also has access to the armoury and is responsible for handing out equipment. He has control over the [[Security_Officer#The_Brig|Brig]] and the [[Security_Officer#Processing|Prison Wing]]&lt;br /&gt;
&lt;br /&gt;
==Watch Hound==&lt;br /&gt;
Half of your job is to look after the prisoners; make sure they [[NanoTrasen_Liaison#Submitting_an_Incident_Report|aren&#039;t abused]] or given [[Corporate Regulations|unfair sentences]] and that they [[Traitor|don&#039;t escape]]. The other half of your job is to arm security with weapons in [[Captain#Alerts_and_SOP| emergencies]]. You are not a [[Security Officer]] and should not leave the brig if possible. However, you may operate as an officer shall the need arise, under the permission of your [[Head of Security|HoS]].&lt;br /&gt;
&lt;br /&gt;
If you have no prisoners to watch out for, you can be helpful to your team by coordinating with officers over your radio channel, checking cameras when people call for help, and updating arrest records. You can also do roll call every so often, to make sure that the officers are still alive and well. You have the opportunity to make Security run like a well-oiled machine, but don&#039;t start acting like [[Head of Security|your boss.]]&lt;br /&gt;
&lt;br /&gt;
Also make sure you keep track of what&#039;s in the armory. You start with a list of everything in the armory and should keep track of who and what is being taken and their reason why. Moreoever, make sure the armory stock is well-balanced. Sometimes, the people at Central forget to stock a certain type of weaponry, whether lethal or non-lethal; and it is your job to make sure the [[Job_Guides#Supply|situation is remedied]] before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
Remember to follow [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
== Things to Know ==&lt;br /&gt;
As a Warden, you have full control over the entirety of the [[Security_Officer#The_Brig|Brig]]. Other than that, you are on the same level as [[Investigator|everyone else]] [[Security Officer|in Security]]. You report to the [[Head of Security]] just like every other officer. &lt;br /&gt;
&lt;br /&gt;
Unlike every other officer, you have the independent authority to issue arrest and search warrants as long as there is sufficient cause to. This responsibility is not an indicator of elevated rank - it just allows security to function appropriately when the Command Staff normally responsible are missing. &#039;&#039;&#039;You should not be issuing warrants unless your normal oversight&#039;&#039;&#039; (in the form of a [[Head of Security]] or the [[Captain]]) &#039;&#039;&#039;is not present.&#039;&#039;&#039; Any warrants you issue independently will be subject to review by either of these people later on. &lt;br /&gt;
&lt;br /&gt;
Have an advanced knowledge of [[Corporate Regulations]] and [[Guide to Station Procedure|Station Directives]], and also be aware of all [[Guide to Station Procedure|CCIA Notices]]. There aren&#039;t many people who want to be brigged for no reason, and &#039;&#039;nobody&#039;&#039; wants to be held until transfer without due cause. If necessary, you might even need to release a prisoner for being held unlawfully.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
To help your wardening ways, grab a pair of cuffs (for prisoner transportation) that are in a box in the armory, and a [[Security_Officer#The_Equipment|stun baton]]. You already have a taser and a pair of sunglasses. Several portable flashers are in the armory. These CAN and will be useful in securing the brig during attacks. Make sure no one gets your ID, and you know who the [[Head of Security]] is, as you need to defend your equipment from would-be thieves. Nobody other than yourself, the Head of Security, and the [[Captain]] are allowed into the armory; walking into the armory without authorization is considered trespassing.&lt;br /&gt;
&lt;br /&gt;
You also have a box of blank id-cards in your closet.&lt;br /&gt;
These can be used to process prisoners who have &amp;quot;lost&amp;quot; their own id-cards.&lt;br /&gt;
To do so, get one of the blank id-cards from the box in your closet, remove any gloves the prisoner might be wearing, then target their hands and click on them with the blank id-card in hand.&lt;br /&gt;
This is done to imprint the biometic details of the prisoner onto the id-card.&lt;br /&gt;
Once you have done that, you can use the id-card to sentence them as usual.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Sit Around===&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who is behaving suspiciously in security and hold them till the Head of Security comes. Remember, talk first, disarm second, kill if that&#039;s your only option (it never is).&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, it may be worthwhile to update the security records for your prisoners. Seriously. Update the security records.&lt;br /&gt;
&lt;br /&gt;
===Clearance Level Check===&lt;br /&gt;
You need to make sure any and all crew that the [[Head of Personnel]] authorizes comes with a stamped form, or the Head of Security. Nothing is worse than a [[Traitor]] breaking in, and you foolishly giving them armor or a gun.&lt;br /&gt;
&lt;br /&gt;
==Traitor==&lt;br /&gt;
You start with gloves, an energy gun, armor, and sunglasses. You have access to a ton of guns, and a ton of other things no station member could dream of. Problem is, you have poor access to the station, but you have a whole brig to play with. You are less likely to be &amp;quot;needed&amp;quot; compared to a Head of Security, and less likely to be expected to respond to call than a security officer. Yet, running about station will attract attention, so get done what you need to, do it fast, and remain in the safety of the brig.&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=19547</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=19547"/>
		<updated>2021-04-05T17:40:05Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Add a short description on how to process prisoners lacking a ID card&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_security.png&lt;br /&gt;
|jobtitle = Security Officer&lt;br /&gt;
|access = [[Job_Guides#Internal_Security|Security]], [[Security_Officer#The_Brig|Brig]] Timers, Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training and 1 month practical training on station. &#039;&#039;&#039;Alternatively&#039;&#039;&#039;, must be 20 years of age and 2+ years experience in security or law-enforcement related position(s).&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]] - [[Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Stop crime, enforce [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Security Officers&#039;&#039;&#039; are the main force behind [[Security]] on the station. They are responsible for dealing with security complaints and arresting those who break [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadets&#039;&#039;&#039; can vary from an experienced officer just getting oriented on station, to new recruits from NanoTrasen Security/other private or public academies, or even those currently receiving schooling to be an Security officer.&lt;br /&gt;
==The Hierarchy==&lt;br /&gt;
The Head of Security holds authority over the entire department.&lt;br /&gt;
&lt;br /&gt;
The Warden holds authority over the brig and the armoury. They can authorize equipment and order officers within the Brig, unless otherwise overridden by the Head of Security. The Warden is also responsible for the upkeep and treatment of prisoners, an is responsible for their well-being, injury, or death, even if caused by other officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Know Your Place===&lt;br /&gt;
* [[Nanotrasen_Corporation|NanoTrasen]] Security functions first and foremost as a mediator to conflict, for better or worse, your job encompasses keeping the majority of the Staff (and the Station) safe and productive while disciplining troublemakers or more serious criminals. Your top priority is the protection of [[Nanotrasen_Corporation|NanoTrasen]] assets.&lt;br /&gt;
* Your training dictates that attempting to resolve issues without threats or physical force works best as a first resort in Standard situations, failing that you are also trained to handle situations with less subtlety when diplomacy either falls flat or is unlikely to work.&lt;br /&gt;
* You&#039;ve been trained to respect the chain of command, but the orders of your lineleader, the [[Head_of_Security|Head of Security]], are your priority first until the Station [[Captain]] chooses to overrule them.&lt;br /&gt;
* Remember to follow [[Security_Officer#Standard_Procedure|Standard Security Procedure]], because you can&#039;t call yourself an enforcer of [[Corporate Regulations]] if you can&#039;t respect the same rules you&#039;re supposed to uphold.&lt;br /&gt;
== The Law ==&lt;br /&gt;
[[Corporate Regulations]] is a summary of most crimes with some suggested sentence times. The [[Captain]] is sometimes able to set his own guidelines in exceptional circumstances, such as [[Captain#Alerts_and_SOP|code red]] emergencies and stationwide threats.&lt;br /&gt;
&lt;br /&gt;
Unless a member of security (including the investigators) directly witness a crime, or are responding to an immediate crime via a radio call, they require an arrest warrant.&lt;br /&gt;
&lt;br /&gt;
Any search of departments or individuals on green alert require a search warrant stamped by the Head of Security. If there is no HoS then the Warden&#039;s signature is also valid. If none of these roles are occupied then just do your best.&lt;br /&gt;
===Alert Levels===&lt;br /&gt;
There are currently 4 alert levels, each of which change, in most circumstances, the way you conduct your job. The following is a summary of said alert levels:&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. You are expected to follow [[Security_Officer#Standard_Procedure|standard security procedures]] at all times during Code Green. You can wear the standard vest available in your security locker, but not the armor found in the armory. Failing to follow standard procedure during Code Green may end up with you violating [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Martial law. Suit senors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain suspects without a warrant. You are expected to deal with the threat in a way that keeps casualties to a minimum, the same goes for collateral damage to the station. Lethal ammo may be used to achieve this, but should only be used if necessary and if the Head of Security, Captain or another command member if those stated previously are unavailable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The station is now under an elevated alert status due to a confirmed biological hazard. All crew are to follow command instruction in order to ensure a safe return to standard operations.&lt;br /&gt;
&lt;br /&gt;
Code Yellow is used for biological hazards such as carp, spiders, bears, drones, blobs or any other biological hazard on the station. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a spider outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving you, the Security Department, the means to arrest/search crew without a warrant. A warrant will still be required to arrest/search crew on Code Yellow.&lt;br /&gt;
&lt;br /&gt;
==Security controlled locations==&lt;br /&gt;
&#039;&#039;&#039;Arrivals Checkpoint:&#039;&#039;&#039; This checkpoint is near the arrival shuttle. It has an ID computer which the HoP can man as well as other security computers. There is also a locker with security gear. Late-joining security officers might find it to be a good idea to take the equipment from here.&lt;br /&gt;
&lt;br /&gt;
===The Brig=== &lt;br /&gt;
&lt;br /&gt;
For more detailed instructions, see [[Security_Officer#Standard_Procedure|Standard Security Procedures]]. For a summary read below.&lt;br /&gt;
&lt;br /&gt;
The Warden runs this within this area. He has authority over Security Officers within this area. The Brig itself has cells and cell timers. &lt;br /&gt;
&lt;br /&gt;
As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.&lt;br /&gt;
&lt;br /&gt;
1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner&#039;s charges are. Evidence goes in the evidence locker, hazardous chemicals should be stored to later be spaced, and all other materials go in the brig locker with the prisoner. The [[Guide_to_Communication_Devices#Headset|headset]] should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offences.&lt;br /&gt;
&lt;br /&gt;
2. Lock the Locker with your identification, remove your prisoner&#039;s handcuffs, and stand in the doorway to prevent escape while you set the time. The doors will not close and lock if a time has not been set in. [[Corporate Regulations|Consult Corporate Regulations for proper sentencing.]] If the prisoner makes to escape, flash them with the brig&#039;s flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under Corporate Regulations. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; leave the prisoner handcuffed in his cell, unless you have very good reason to believe they are dangerous.&lt;br /&gt;
&lt;br /&gt;
3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.&lt;br /&gt;
&lt;br /&gt;
4. You must be there when the prisoner&#039;s time is up to return their gear and escort them out of the brig. Failure to do this may in some cases result in your dismissal or attack.&lt;br /&gt;
&lt;br /&gt;
=== Security Office and Armory === &lt;br /&gt;
&lt;br /&gt;
Security’s home base. The armory contains additional weapons and armor which the HoS and Warden have access to. They should hand out this additional equipment as the situation escalates aboard the station. The security lockers with equipment are found here as well as the Head of Security’s Office and the Briefing Room/Lounge. Within the Breifing Room/Lounge is a SECTech machine. Contained within are several pieces of equipment useful to security officers (flashes, flash bangs, handcuffs, evidence bag boxes, and doughnuts).&lt;br /&gt;
&lt;br /&gt;
=== The Escape Shuttle ===&lt;br /&gt;
In the event that a shuttle is en route (either transfer or escape), your job will be to ensure that everyone proceeds on the shuttle in an orderly fashion. No foul play. Any dangerous behavior should be treated as such. Prisoners in the brig should only be held in the security area of the shuttle.&lt;br /&gt;
&lt;br /&gt;
==The Equipment==&lt;br /&gt;
First, you are already equipped with a soft cap and other attire, two handcuffs and your blue jumpsuit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stun Baton&#039;&#039;&#039; - Your weapon of choice. It deals HALLOSS damage, similar to tasers. Use the help intent to avoid dealing brute damage to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tasers&#039;&#039;&#039; - Place the taser in your backpack. Replace your Baton with this in case you need the extra range and the AI/Captain/Head of Security/Warden refuse to open the armoury for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flashes&#039;&#039;&#039; - A good backup if your stun baton runs out of charge or you need to keep a criminal subdued. Robotics may also want these. It&#039;s usually a courtesy to give them your burnt out flashes. Throw it in a pocket or hide it in your backpack&#039;s box. Has the added benefit of stunning out of control Stationbounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Teargas&#039;&#039;&#039; - Sometimes preferred by some officers instead of flashes. These will place targets into paincrit for several seconds within a reasonable radius when thrown. To throw, simply move the teargas to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as affect fellow officers not wearing gas masks (or yourself, if you&#039;re throwing these without wearing a gasmask), and disable them for a potentially lethal amount of time. They are also useful to help you escape a small group assailants. Keep this in your pocket and detonate in hand, this causes everyone who is caught in the cloud to get temporarily downed due to pain, be careful, as it effects on skin contact as well. Minor toxins damage is a side effect of usage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sunglasses&#039;&#039;&#039; - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Handcuffs&#039;&#039;&#039; - Throw these in your pockets as well. You will use these. A lot. Click on someone to start handcuffing them. You&#039;ll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy Carbine&#039;&#039;&#039; - A rare item for the average officer to possess, usually only handed out when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between stun and kill. Most of the time, the weapon should be left on stun. It also makes a potent melee weapon. Firing on kill at crewmembers will often result in demotion or a potential job ban.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shotgun&#039;&#039;&#039; - Another rare item for the average officer to possess, usually only handed out when things have really hit the fan. May include a box of shotgun shells or is loaded with shotgun shells. Make sure to pump before shooting at someone. Make sure the safety&#039;s off too! &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Riot Shield&#039;&#039;&#039; - Another uncommon weapon for security personnel. Protects from melee attack in the direction you are facing. Makes a decent melee weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Laser Rifle&#039;&#039;&#039; - Possibly the least common weapon to find in the hands of security officers, mainly due to the lack of a stun mode. While more powerful than an Energy Carbine, it makes a slightly less effective melee weapon. You should never have these unless it&#039;s a Code Red situation.&lt;br /&gt;
&lt;br /&gt;
Important: When you are done using your locker, close it and lock it.&lt;br /&gt;
&lt;br /&gt;
== Standard Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== For Non-Security Personnel ===&lt;br /&gt;
* Do not attempt to apprehend criminals. Call for security.&lt;br /&gt;
* Self-defence is acceptable if escape is not possible and danger to life, limb, or critical property is present (tampering with vital equipment or physically threatening an individual).&lt;br /&gt;
* Do not break police tape without good reason. Having to walk slightly further than normal is not a good reason.&lt;br /&gt;
&lt;br /&gt;
=== For Prisoners ===&lt;br /&gt;
* Don&#039;t be stupid. If you are incarcerated, do not attempt escape over minor offences.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Do not attempt suicide over brig time. It is a bannable offence.&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the Warden, Head of Security, and then the Corporate Liaison(in that order).&lt;br /&gt;
&lt;br /&gt;
=== Responding to Calls ===&lt;br /&gt;
If someone calls for security an officer should respond. Having another officer use the camera potato to check the area is also recommended. Additional officers should be dispatched as needed.&lt;br /&gt;
&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene. &lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
* Radio in the situation at the scene.&lt;br /&gt;
* Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
* Identify witnesses.&lt;br /&gt;
* Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
* Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
* Identify nature of threat.&lt;br /&gt;
* If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
* If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
=== Collecting Evidence ===&lt;br /&gt;
* Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments. &lt;br /&gt;
* If possible, cordoned off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods.&lt;br /&gt;
* Autopsies are secondary to cloning of non-criminal employee bodies. Autopsies should be performed within the morgue after cloning attempts have been made.&lt;br /&gt;
* Disrupt standard station operation as little as possible around the crime scene.&lt;br /&gt;
* Investigators should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
* Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
Handling Evidence&lt;br /&gt;
* Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
* Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
* Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
* After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up. &lt;br /&gt;
&lt;br /&gt;
=== Arrest ===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
* Announce intention to arrest and charges vocally.&lt;br /&gt;
* Request the suspect surrender peaceably&lt;br /&gt;
* If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
* If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
* Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
* Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
* Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
* Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
* Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
* Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
* Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
* Inform the prisoners superior of the arrest.&lt;br /&gt;
* Use the sentencing console with the id-card of the prisoner to generate a &amp;quot;Incident Summary&amp;quot; which is used to set the cell timers.&lt;br /&gt;
* If the prisoner is lacking a id-card, inform the warden so they can use one of their blank id-cards to imprint their biometrics on them and sentence them accordingly.&lt;br /&gt;
* Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
=== Questioning ===&lt;br /&gt;
* Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
* The Investigator should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
* If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
* Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
* If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
=== Jailing ===&lt;br /&gt;
* Move prisoner to appropriate cell. &lt;br /&gt;
* Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
* Set cell timer with the incident summary created by the sentencing console and secure cell.&lt;br /&gt;
* Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own well-being.&lt;br /&gt;
* Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
* When timer expires, an officer should always be present to escort former prisoner from the brig.&lt;br /&gt;
&lt;br /&gt;
=== Permanent Holding ===&lt;br /&gt;
* Bring prisoner to Prison Processing Area.&lt;br /&gt;
* Have prisoner remove all items (barring ‘safe’ [no access] Identification Cards, PDAs, Radio Headsets [ensure additional cartridges/chips are removed from radios/PDAs]). In the event a prisoner is uncooperative or cannot be allowed out of handcuffs without threat to officers’ wellbeing, officers should assist the prisoner in assuming proper garb.&lt;br /&gt;
* Transfer prisoner into permanent holding.&lt;br /&gt;
&lt;br /&gt;
Notes: Prisoners moved into permanent holding should be checked on regularly. Heads of staff should also be informed of their Status.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Application of lethal force is often not the only solution to an issue. Lethal force should only be pursued if all other routes fail.&lt;br /&gt;
* Do not needlessly escalate situations, you should be working to defuse any potential hostile situation, rather then resort to your weapons.&lt;br /&gt;
* You are a Corporate Security Officer not a Police Officer or Entity of a Military. Your job is to ensure the safety of your corporation’s investment (I.E. Smooth operation of your assigned station).&lt;br /&gt;
* Apply escalating force as deemed necessary by suspect’s actions. Minimal force as required by a situation should be applied.&lt;br /&gt;
* Minimal force should be used at all appropriate times, but not at the risk of your own life.&lt;br /&gt;
* Talk first (unless the suspect lets their weapons do the talking).&lt;br /&gt;
* Heads of Department have the final say over their department (barring Central Command/Captain ruling). &lt;br /&gt;
* Ensure access is properly cleared with Heads of Departments barring exceptional circumstances (i.e. major crime in progress).&lt;br /&gt;
&lt;br /&gt;
=== Traitoring ===&lt;br /&gt;
Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don&#039;t put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn&#039;t be too hard, and if you plant evidence on other people to make you seem like the &amp;quot;good cop&amp;quot; you should be fine. If things go wrong, you always have your trusty weapons.&lt;br /&gt;
&lt;br /&gt;
== Security Cadet ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_security.png&lt;br /&gt;
|jobtitle = Security Cadet&lt;br /&gt;
|access = [[Job_Guides#Internal_Security|Security]], [[Security_Officer#The_Brig|Brig]] Timers, Maintenance&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training, currently undergoing 1 month practical training on station.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]]&lt;br /&gt;
|superior = [[Head of Security]], [[Security Officer]], all of Security&lt;br /&gt;
|duties = Assist Security, stay out of trouble, read [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
Security Cadet is the learners&#039; role of Security. You are capable of upgrading to Security Officer by passing your 1 month training. You should play Cadet until you feel comfortable in the Security Department. Established characters shouldn&#039;t jump into this position outside of very unique circumstances or staff approval.&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=19546</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=19546"/>
		<updated>2021-04-05T17:36:52Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Update jailing procedure to include sentencing console&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_security.png&lt;br /&gt;
|jobtitle = Security Officer&lt;br /&gt;
|access = [[Job_Guides#Internal_Security|Security]], [[Security_Officer#The_Brig|Brig]] Timers, Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training and 1 month practical training on station. &#039;&#039;&#039;Alternatively&#039;&#039;&#039;, must be 20 years of age and 2+ years experience in security or law-enforcement related position(s).&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]] - [[Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Stop crime, enforce [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Security Officers&#039;&#039;&#039; are the main force behind [[Security]] on the station. They are responsible for dealing with security complaints and arresting those who break [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadets&#039;&#039;&#039; can vary from an experienced officer just getting oriented on station, to new recruits from NanoTrasen Security/other private or public academies, or even those currently receiving schooling to be an Security officer.&lt;br /&gt;
==The Hierarchy==&lt;br /&gt;
The Head of Security holds authority over the entire department.&lt;br /&gt;
&lt;br /&gt;
The Warden holds authority over the brig and the armoury. They can authorize equipment and order officers within the Brig, unless otherwise overridden by the Head of Security. The Warden is also responsible for the upkeep and treatment of prisoners, an is responsible for their well-being, injury, or death, even if caused by other officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Know Your Place===&lt;br /&gt;
* [[Nanotrasen_Corporation|NanoTrasen]] Security functions first and foremost as a mediator to conflict, for better or worse, your job encompasses keeping the majority of the Staff (and the Station) safe and productive while disciplining troublemakers or more serious criminals. Your top priority is the protection of [[Nanotrasen_Corporation|NanoTrasen]] assets.&lt;br /&gt;
* Your training dictates that attempting to resolve issues without threats or physical force works best as a first resort in Standard situations, failing that you are also trained to handle situations with less subtlety when diplomacy either falls flat or is unlikely to work.&lt;br /&gt;
* You&#039;ve been trained to respect the chain of command, but the orders of your lineleader, the [[Head_of_Security|Head of Security]], are your priority first until the Station [[Captain]] chooses to overrule them.&lt;br /&gt;
* Remember to follow [[Security_Officer#Standard_Procedure|Standard Security Procedure]], because you can&#039;t call yourself an enforcer of [[Corporate Regulations]] if you can&#039;t respect the same rules you&#039;re supposed to uphold.&lt;br /&gt;
== The Law ==&lt;br /&gt;
[[Corporate Regulations]] is a summary of most crimes with some suggested sentence times. The [[Captain]] is sometimes able to set his own guidelines in exceptional circumstances, such as [[Captain#Alerts_and_SOP|code red]] emergencies and stationwide threats.&lt;br /&gt;
&lt;br /&gt;
Unless a member of security (including the investigators) directly witness a crime, or are responding to an immediate crime via a radio call, they require an arrest warrant.&lt;br /&gt;
&lt;br /&gt;
Any search of departments or individuals on green alert require a search warrant stamped by the Head of Security. If there is no HoS then the Warden&#039;s signature is also valid. If none of these roles are occupied then just do your best.&lt;br /&gt;
===Alert Levels===&lt;br /&gt;
There are currently 4 alert levels, each of which change, in most circumstances, the way you conduct your job. The following is a summary of said alert levels:&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. You are expected to follow [[Security_Officer#Standard_Procedure|standard security procedures]] at all times during Code Green. You can wear the standard vest available in your security locker, but not the armor found in the armory. Failing to follow standard procedure during Code Green may end up with you violating [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Martial law. Suit senors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain suspects without a warrant. You are expected to deal with the threat in a way that keeps casualties to a minimum, the same goes for collateral damage to the station. Lethal ammo may be used to achieve this, but should only be used if necessary and if the Head of Security, Captain or another command member if those stated previously are unavailable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The station is now under an elevated alert status due to a confirmed biological hazard. All crew are to follow command instruction in order to ensure a safe return to standard operations.&lt;br /&gt;
&lt;br /&gt;
Code Yellow is used for biological hazards such as carp, spiders, bears, drones, blobs or any other biological hazard on the station. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a spider outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving you, the Security Department, the means to arrest/search crew without a warrant. A warrant will still be required to arrest/search crew on Code Yellow.&lt;br /&gt;
&lt;br /&gt;
==Security controlled locations==&lt;br /&gt;
&#039;&#039;&#039;Arrivals Checkpoint:&#039;&#039;&#039; This checkpoint is near the arrival shuttle. It has an ID computer which the HoP can man as well as other security computers. There is also a locker with security gear. Late-joining security officers might find it to be a good idea to take the equipment from here.&lt;br /&gt;
&lt;br /&gt;
===The Brig=== &lt;br /&gt;
&lt;br /&gt;
For more detailed instructions, see [[Security_Officer#Standard_Procedure|Standard Security Procedures]]. For a summary read below.&lt;br /&gt;
&lt;br /&gt;
The Warden runs this within this area. He has authority over Security Officers within this area. The Brig itself has cells and cell timers. &lt;br /&gt;
&lt;br /&gt;
As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.&lt;br /&gt;
&lt;br /&gt;
1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner&#039;s charges are. Evidence goes in the evidence locker, hazardous chemicals should be stored to later be spaced, and all other materials go in the brig locker with the prisoner. The [[Guide_to_Communication_Devices#Headset|headset]] should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offences.&lt;br /&gt;
&lt;br /&gt;
2. Lock the Locker with your identification, remove your prisoner&#039;s handcuffs, and stand in the doorway to prevent escape while you set the time. The doors will not close and lock if a time has not been set in. [[Corporate Regulations|Consult Corporate Regulations for proper sentencing.]] If the prisoner makes to escape, flash them with the brig&#039;s flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under Corporate Regulations. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; leave the prisoner handcuffed in his cell, unless you have very good reason to believe they are dangerous.&lt;br /&gt;
&lt;br /&gt;
3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.&lt;br /&gt;
&lt;br /&gt;
4. You must be there when the prisoner&#039;s time is up to return their gear and escort them out of the brig. Failure to do this may in some cases result in your dismissal or attack.&lt;br /&gt;
&lt;br /&gt;
=== Security Office and Armory === &lt;br /&gt;
&lt;br /&gt;
Security’s home base. The armory contains additional weapons and armor which the HoS and Warden have access to. They should hand out this additional equipment as the situation escalates aboard the station. The security lockers with equipment are found here as well as the Head of Security’s Office and the Briefing Room/Lounge. Within the Breifing Room/Lounge is a SECTech machine. Contained within are several pieces of equipment useful to security officers (flashes, flash bangs, handcuffs, evidence bag boxes, and doughnuts).&lt;br /&gt;
&lt;br /&gt;
=== The Escape Shuttle ===&lt;br /&gt;
In the event that a shuttle is en route (either transfer or escape), your job will be to ensure that everyone proceeds on the shuttle in an orderly fashion. No foul play. Any dangerous behavior should be treated as such. Prisoners in the brig should only be held in the security area of the shuttle.&lt;br /&gt;
&lt;br /&gt;
==The Equipment==&lt;br /&gt;
First, you are already equipped with a soft cap and other attire, two handcuffs and your blue jumpsuit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stun Baton&#039;&#039;&#039; - Your weapon of choice. It deals HALLOSS damage, similar to tasers. Use the help intent to avoid dealing brute damage to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tasers&#039;&#039;&#039; - Place the taser in your backpack. Replace your Baton with this in case you need the extra range and the AI/Captain/Head of Security/Warden refuse to open the armoury for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flashes&#039;&#039;&#039; - A good backup if your stun baton runs out of charge or you need to keep a criminal subdued. Robotics may also want these. It&#039;s usually a courtesy to give them your burnt out flashes. Throw it in a pocket or hide it in your backpack&#039;s box. Has the added benefit of stunning out of control Stationbounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Teargas&#039;&#039;&#039; - Sometimes preferred by some officers instead of flashes. These will place targets into paincrit for several seconds within a reasonable radius when thrown. To throw, simply move the teargas to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as affect fellow officers not wearing gas masks (or yourself, if you&#039;re throwing these without wearing a gasmask), and disable them for a potentially lethal amount of time. They are also useful to help you escape a small group assailants. Keep this in your pocket and detonate in hand, this causes everyone who is caught in the cloud to get temporarily downed due to pain, be careful, as it effects on skin contact as well. Minor toxins damage is a side effect of usage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sunglasses&#039;&#039;&#039; - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Handcuffs&#039;&#039;&#039; - Throw these in your pockets as well. You will use these. A lot. Click on someone to start handcuffing them. You&#039;ll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy Carbine&#039;&#039;&#039; - A rare item for the average officer to possess, usually only handed out when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between stun and kill. Most of the time, the weapon should be left on stun. It also makes a potent melee weapon. Firing on kill at crewmembers will often result in demotion or a potential job ban.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shotgun&#039;&#039;&#039; - Another rare item for the average officer to possess, usually only handed out when things have really hit the fan. May include a box of shotgun shells or is loaded with shotgun shells. Make sure to pump before shooting at someone. Make sure the safety&#039;s off too! &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Riot Shield&#039;&#039;&#039; - Another uncommon weapon for security personnel. Protects from melee attack in the direction you are facing. Makes a decent melee weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Laser Rifle&#039;&#039;&#039; - Possibly the least common weapon to find in the hands of security officers, mainly due to the lack of a stun mode. While more powerful than an Energy Carbine, it makes a slightly less effective melee weapon. You should never have these unless it&#039;s a Code Red situation.&lt;br /&gt;
&lt;br /&gt;
Important: When you are done using your locker, close it and lock it.&lt;br /&gt;
&lt;br /&gt;
== Standard Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== For Non-Security Personnel ===&lt;br /&gt;
* Do not attempt to apprehend criminals. Call for security.&lt;br /&gt;
* Self-defence is acceptable if escape is not possible and danger to life, limb, or critical property is present (tampering with vital equipment or physically threatening an individual).&lt;br /&gt;
* Do not break police tape without good reason. Having to walk slightly further than normal is not a good reason.&lt;br /&gt;
&lt;br /&gt;
=== For Prisoners ===&lt;br /&gt;
* Don&#039;t be stupid. If you are incarcerated, do not attempt escape over minor offences.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Do not attempt suicide over brig time. It is a bannable offence.&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the Warden, Head of Security, and then the Corporate Liaison(in that order).&lt;br /&gt;
&lt;br /&gt;
=== Responding to Calls ===&lt;br /&gt;
If someone calls for security an officer should respond. Having another officer use the camera potato to check the area is also recommended. Additional officers should be dispatched as needed.&lt;br /&gt;
&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene. &lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
* Radio in the situation at the scene.&lt;br /&gt;
* Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
* Identify witnesses.&lt;br /&gt;
* Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
* Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
* Identify nature of threat.&lt;br /&gt;
* If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
* If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
=== Collecting Evidence ===&lt;br /&gt;
* Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments. &lt;br /&gt;
* If possible, cordoned off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods.&lt;br /&gt;
* Autopsies are secondary to cloning of non-criminal employee bodies. Autopsies should be performed within the morgue after cloning attempts have been made.&lt;br /&gt;
* Disrupt standard station operation as little as possible around the crime scene.&lt;br /&gt;
* Investigators should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
* Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
Handling Evidence&lt;br /&gt;
* Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
* Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
* Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
* After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up. &lt;br /&gt;
&lt;br /&gt;
=== Arrest ===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
* Announce intention to arrest and charges vocally.&lt;br /&gt;
* Request the suspect surrender peaceably&lt;br /&gt;
* If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
* If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
* Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
* Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
* Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
* Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
* Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
* Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
* Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
* Inform the prisoners superior of the arrest.&lt;br /&gt;
* Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
=== Questioning ===&lt;br /&gt;
* Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
* The Investigator should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
* If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
* Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
* If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
=== Jailing ===&lt;br /&gt;
* Move prisoner to appropriate cell. &lt;br /&gt;
* Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
* Set cell timer with the incident summary created by the sentencing console and secure cell.&lt;br /&gt;
* Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own well-being.&lt;br /&gt;
* Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
* When timer expires, an officer should always be present to escort former prisoner from the brig.&lt;br /&gt;
&lt;br /&gt;
=== Permanent Holding ===&lt;br /&gt;
* Bring prisoner to Prison Processing Area.&lt;br /&gt;
* Have prisoner remove all items (barring ‘safe’ [no access] Identification Cards, PDAs, Radio Headsets [ensure additional cartridges/chips are removed from radios/PDAs]). In the event a prisoner is uncooperative or cannot be allowed out of handcuffs without threat to officers’ wellbeing, officers should assist the prisoner in assuming proper garb.&lt;br /&gt;
* Transfer prisoner into permanent holding.&lt;br /&gt;
&lt;br /&gt;
Notes: Prisoners moved into permanent holding should be checked on regularly. Heads of staff should also be informed of their Status.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Application of lethal force is often not the only solution to an issue. Lethal force should only be pursued if all other routes fail.&lt;br /&gt;
* Do not needlessly escalate situations, you should be working to defuse any potential hostile situation, rather then resort to your weapons.&lt;br /&gt;
* You are a Corporate Security Officer not a Police Officer or Entity of a Military. Your job is to ensure the safety of your corporation’s investment (I.E. Smooth operation of your assigned station).&lt;br /&gt;
* Apply escalating force as deemed necessary by suspect’s actions. Minimal force as required by a situation should be applied.&lt;br /&gt;
* Minimal force should be used at all appropriate times, but not at the risk of your own life.&lt;br /&gt;
* Talk first (unless the suspect lets their weapons do the talking).&lt;br /&gt;
* Heads of Department have the final say over their department (barring Central Command/Captain ruling). &lt;br /&gt;
* Ensure access is properly cleared with Heads of Departments barring exceptional circumstances (i.e. major crime in progress).&lt;br /&gt;
&lt;br /&gt;
=== Traitoring ===&lt;br /&gt;
Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don&#039;t put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn&#039;t be too hard, and if you plant evidence on other people to make you seem like the &amp;quot;good cop&amp;quot; you should be fine. If things go wrong, you always have your trusty weapons.&lt;br /&gt;
&lt;br /&gt;
== Security Cadet ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_security.png&lt;br /&gt;
|jobtitle = Security Cadet&lt;br /&gt;
|access = [[Job_Guides#Internal_Security|Security]], [[Security_Officer#The_Brig|Brig]] Timers, Maintenance&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training, currently undergoing 1 month practical training on station.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]]&lt;br /&gt;
|superior = [[Head of Security]], [[Security Officer]], all of Security&lt;br /&gt;
|duties = Assist Security, stay out of trouble, read [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
Security Cadet is the learners&#039; role of Security. You are capable of upgrading to Security Officer by passing your 1 month training. You should play Cadet until you feel comfortable in the Security Department. Established characters shouldn&#039;t jump into this position outside of very unique circumstances or staff approval.&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Investigator&amp;diff=19298</id>
		<title>Investigator</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Investigator&amp;diff=19298"/>
		<updated>2021-03-16T19:13:12Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: /* Detainment And Use Of Force */ - Reworded the cadetship reqirement to be more prominent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_forensic.png&lt;br /&gt;
|jobtitle = Investigator&lt;br /&gt;
|access = Security, Crime Labs, Morgue,&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Criminal Forensics degree or 7 years experience in Criminal Forensics/Investigation. Optionally: Full Cadetship to perform arrests.&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]] - [[Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crime scenes, interrogation of witnesses and suspects, record evidence, perform autopsies.&lt;br /&gt;
|guides = [[Security_Officer|Guide to Security]], [[Corporate Regulations]], [http://aurorastation.org/forums/viewtopic.php?f=19&amp;amp;t=898#p7082 Guide to Forensics]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Investigator&#039;&#039;&#039;&#039;s job is to investigate the remains of any crime, use evidence to identify the perpetrator, and then ask Security to arrest them for you. They have limited brig access because they are supposed to be an Investigator, not a [[Security Officer]] or [[Warden]]. They are expected to work in tandem with security - they handle physical evidence, while the officers can take general statements, your task may involve interrogation of witnesses and suspects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Guidelines==&lt;br /&gt;
Step one. &#039;&#039;&#039;ALWAYS WEAR YOUR GLOVES.&#039;&#039;&#039; Acquire waistcoat and sunglasses. You are not an officer, so you do not need to adhere to their uniform expectations. You are expected to wear a business casual style of closing while doing your work. Find a lighter and a pack of smokes and have them at the ready, to add extra cool during panic situations. Outclass everyone on the station that isn&#039;t equipped with a top hat and cane.&lt;br /&gt;
&lt;br /&gt;
Now that you look like the distinguished nerd you are, get acquainted with your lab. You will spend half your time here, when you aren&#039;t running from break in to murder to poisoning to autopsy. This is where the magic happens. See all the things on the tables around you? Grab all the things. Put them into your free CSI kit. It&#039;s the gray box on the rack. It has two layers of storage and can fit everything you need to fulfill your investigations. Do NOT lose it. If anyone steals it, you can order rather expensive replacements from the cargo department. If you arrive and your lab is already empty, find the other Investigator or Head of Security and find out where your stuff is.&lt;br /&gt;
&lt;br /&gt;
Now that you have all the things, your CSI Kit should look like this. Note that you can put boxes inside it, so you can carry around boxes of evidence bags and swab kits with you. You could also take the microscope slides out of the box and repurpose the box for storing field evidence for whatever active case you&#039;re running. Makes it easier to keep track of what evidence is relevant to which investigation. You also have body bags in your autopsy lab, which you may end up needing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detainment And Use Of Force ===&lt;br /&gt;
This section regarding arrests/detainments is only applicable if your Investigator has completed a 4-week cadetship &#039;&#039;&#039;and&#039;&#039;&#039; that is reflected on the employment and security records.&lt;br /&gt;
If your Investigator has not completed the cadetship and detains someone, they can be charged with &amp;quot;Illegal Detention, Arrest, or Holding&amp;quot;.&lt;br /&gt;
If the firearm is utilized outside of self-defense (i.e. during an arrest/detainment or in support of other officers who perform such an arrest or detainment), they can also be charged with &amp;quot;Gross Negligence&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t &#039;&#039;&#039;arrest&#039;&#039;&#039; crew members because you don&#039;t have access to the processing room or brig timers. You &#039;&#039;are&#039;&#039; allowed to &#039;&#039;&#039;detain&#039;&#039;&#039; a suspect if you directly witness an infraction and/or encounter a suspect with a pending warrant or arrest order. In any situation you need to call security officers to assist. This doesn&#039;t mean you should be joining manhunts to find a suspect - you don&#039;t have the tools to safely detain someone on the run and resisting.  Basically, if you can&#039;t detain the suspect using only your flash and/or charming personality, just stay back and try to get officers on scene.&lt;br /&gt;
&lt;br /&gt;
Your gun is only meant to be used in &#039;&#039;&#039;self-defense&#039;&#039;&#039;. When dealing with armed suspects stay on the periphery and let officers take the heat (and bullets).&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
* [[file:Suitcase_forensics.png]] &#039;&#039;&#039;Crime Scene Kit&#039;&#039;&#039; - Your trusty suitcase, which you can use to haul around all of your forensics junk.&lt;br /&gt;
&lt;br /&gt;
* [[file:Dustkit.png]][[file:Fingerprint.png]] &#039;&#039;&#039;Fingerprint Powder &amp;amp; Fingerprint Card&#039;&#039;&#039; - One of your primary tools. Use the powder on doors, weapons, clothes, or generally anything you suspect that has been touched by a criminal. If anyone has touched what you powder, you&#039;ll get a fingerprint card.&lt;br /&gt;
&lt;br /&gt;
* [[file:m_glass.png]] &#039;&#039;&#039;Fiber Collection Kit&#039;&#039;&#039; - One of your primary tools, but secondary to finding prints due to the interchangeability of clothing. Mostly used as supporting evidence in the case of partial prints that incriminate multiple people. Use it on doors, weapons, clothes, anything you suspect that has been touched by a criminal. If anyone has touched what you use it on, you&#039;ll get a bag of fibers.&lt;br /&gt;
&lt;br /&gt;
* [[file:uvgoggles.png]][[file:luminol.png]] &#039;&#039;&#039;UV Goggles &amp;amp; Luminol&#039;&#039;&#039; - The goggles currently do nothing, though they probably should/will do one day. The Luminol spray will reveal any blood that may have been sprayed away. You only get a limited amount of it per shift, though.&lt;br /&gt;
&lt;br /&gt;
* [[file:MS.png]][[file:Syringes.png]] &#039;&#039;&#039;Reagent Scanner &amp;amp; Syringe&#039;&#039;&#039; - Use the reagent scanner on any food or drink that&#039;s offered to you, before consuming it. Scan EVERYTHING that comes out of Chemistry, the Kitchen and the Bar. You&#039;ll analyze the chemical components of whatever applicable item you scan and each present chemical will be listed. Science can make Advanced Reagent Scanners that will show you the exact concentrations of each chemical in the mix, but the standard version does not provide this information. You can use the Syringe to take a blood sample from someone you suspect to have consumed either drugs or poison, and then analyze it for confirmation.&lt;br /&gt;
&lt;br /&gt;
* [[file:Tape_sec.png]] &#039;&#039;&#039;Police Tape&#039;&#039;&#039; - When you arrive at a crime scene you should use this to tape off every possible entryway and prevent contamination of potential evidence. Throw out anyone who cuts the tape. Try not to completely block off a main hallway, unless it&#039;s absolutely necessary, and even then try to do your investigation and call in a janitor quickly.&lt;br /&gt;
&lt;br /&gt;
* [[file:Camera.png]] &#039;&#039;&#039;Camera&#039;&#039;&#039; - Useful to carry around with you. Considering you are not equipped with the offensive and defensive tools that an Officer has, you take an incriminating picture if the opportunity presents itself and then swiftly run the hell away.&lt;br /&gt;
&lt;br /&gt;
* [[file:Tape_Recorder.png]] &#039;&#039;&#039;Recorder&#039;&#039;&#039; - Useful in case you need to perform an interview, or turn it on in secret and try to goad someone into incriminating themself with their own words.&lt;br /&gt;
&lt;br /&gt;
* [[file:DNA_kit.png]][[file:Swab.png]] &#039;&#039;&#039;Box of Swab Kits&#039;&#039;&#039; - When there&#039;s a blood trail on the floor, and no body in sight, whap the blood with one of these to take a DNA sample. You can also swab bloody weapons, bloody clothes, or people mouths.&lt;br /&gt;
&lt;br /&gt;
* [[file:Box.png]][[file:Evidence_Bag.png]] &#039;&#039;&#039;Box of Evidence Bags&#039;&#039;&#039; - Anything with blood on, or that looks out of place at a crime scene, needs to be bagged before anyone else can touch it.&lt;br /&gt;
&lt;br /&gt;
* [[file:Labler.png]] &#039;&#039;&#039;Labeler&#039;&#039;&#039; - Slap labels on those nameless evidence bags unless you want to forget which bloody weapon was from what crime scene in relevance to what investigation. You can harass cargo for some empty boxes, label them accordingly and stash anything relevant in there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Building a Case==&lt;br /&gt;
&lt;br /&gt;
The most important tenets in investigating crimes - sometimes called the legal burden of proof, or going beyond reasonable doubt - is to ascertain the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Motive&#039;&#039;&#039; - This is often the most difficult thing to determine, as it usually cannot be proven by material evidence, and is crucial to proper sentencing. Motive is the difference between an assault charge and attempted murder - vandalism to sabotage - and sedition to mutiny. In order to properly charge someone with capital crimes such as murder or terrorist acts, you &#039;&#039;must&#039;&#039; be able to prove intent. Often, the only way to ascertain motive is to convince them to tell you, however, use your better judgement. A suspect that fires on someone with a .357 revolver has pretty clear intentions, despite what they might suggest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Means&#039;&#039;&#039; - Typically, forensics can uncover this. The means to which the crime was carried out is the bare-bones facts; the details. Usually, this is in the form of a narrative, explaining, in active practice, exactly how the crime was carried out. How someone broke into an area, through what means someone was assaulted. It is here that you must prove what it is exactly that they did.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Presence/Confirmed Involvement&#039;&#039;&#039; - Again, typically forensics can typically uncover this, although witnesses may also be able to provide supporting statements. Confirming presence or involvement simply means to be able to place a suspect at the area when the crime happened. Finding a suspect&#039;s fingerprints all over a murder scene, the AI reporting someone breaking into an area, or an officer or other witness providing testimony are all indicators that your suspect was present at the crime. This usually lays the foundation of your investigation and will give you your preliminary list of suspects - additionally, it is the easiest to prove, especially with forensics or photographic evidence.&lt;br /&gt;
&lt;br /&gt;
Sometimes, however, there&#039;s going to be a witness but no evidence. You can interview witnesses in your office, and use their statements (which you can record with your trusty tape recorder) to obtain a warrant to have officers search or detain suspicious individuals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Proper Proceedings ==&lt;br /&gt;
Have your printed dossiers with you or on file at all times - these dossiers act as the evidence against the criminal.&lt;br /&gt;
Typically, a dossier - or case files, as they are sometimes called - consists of the following:&lt;br /&gt;
&lt;br /&gt;
* Fingerprint and fiber analysis reports, printed from the high powered-electron microscope&lt;br /&gt;
* DNA analysis reports, printed from the DNA analyzer&lt;br /&gt;
* Copies of the medical/security records of any suspects with matching fingerprints/DNA pertaining to your case&lt;br /&gt;
* Photos of the crime scene, or of any incriminating action&lt;br /&gt;
* Interrogation recording transcripts, of either witnesses or suspects&lt;br /&gt;
* Signed confessions from suspects&lt;br /&gt;
* Any forensics-related paperwork, such as autopsy reports, body-scan print outs, bloodwork forms, etc. (&#039;&#039;Most of these can be found from the paperwork database at any request console, under the security archives.&#039;&#039;)&lt;br /&gt;
* A thorough case report summarizing your findings and evidence is an &#039;&#039;&#039;invaluable&#039;&#039;&#039; centerpiece to any case dossier.&lt;br /&gt;
&lt;br /&gt;
After producing your dossier you will want to hand it to the head of security or equivalent, and then after properly labeling it, archiving it in the evidence locker filing cabinet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== You&#039;ve found a Crime Scene/Body, Now What? ==&lt;br /&gt;
First, cordon off the area with the supplied police tape to ensure the crime scene isn&#039;t further contaminated by passerby&#039;s. Rest assured that many of the crew will try to involve themselves if the crime scene is in a public area. Some may even disregard the presence of your tape and walk right through a crime-scene, so if it&#039;s in a populated area try calling for an Officer to assist you in keeping the crime-scene from interference. Remember to wear your gloves so you don&#039;t contaminate evidence yourself.&lt;br /&gt;
&lt;br /&gt;
Once the crime scene is properly taped off and free of loitering assistants, you can begin getting to work. Start by getting pictures of the location of the body, and any other suspicious items. Then, use your swab kit to sample blood if any is present at the scene. Then, begin collecting evidence and putting it in bags &#039;&#039;&#039;with your gloves on.&#039;&#039;&#039; Use your judgement as to what constitutes evidence or not. Bloodied knife? Evidence. Bag of chips? Probably not evidence if it was discarded in a main hallway, definitely evidence if found in a place it has no regular business being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to lift the crime scene as soon as possible, so that crew can once again use the part of the station.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the blood samples to the [[file:DNA_Analyser.gif]] DNA Analyzer to get them checked for DNA. Remember to close the lid after a sample is loaded, and open it again after ejecting it so you can get your next sample in. The analyzer can process one sample at a time, and will take a minute or so to produce its analysis. Once you have your results, you can compare your DNA strings to those stored in the medical records (which you can access in your office). If your victim has been disfigured or is otherwise impossible to identify, this is also your chance to put a proper ID on them.&lt;br /&gt;
&lt;br /&gt;
Next, it&#039;s time to search for fibers and prints. You lift both of these from evidence using the Fiber Collection Kit and Fingerprint Powder respectively, and analyze them by putting them in your Electron Microscope. If you&#039;re lucky, the culprit might&#039;ve handled valuable evidence (such as the murder weapon) without gloves, but if not you might always have a few fibers to go off on. Remember that for fibers, you need to transfer them to a microscope slide before before you can put them under your microscope (thankfully, each slide is reusable).&lt;br /&gt;
&lt;br /&gt;
At this point, you more often than not have enough evidence to get security to bring it at least one major suspect, if not arrest them outright. Make sure to communicate your findings over the security radio, so sec can be on the lookout for suspects and send them to you for interrogation.&lt;br /&gt;
&lt;br /&gt;
== Performing Autopsies ==&lt;br /&gt;
If the body isn&#039;t in your custody, fear not! Medical may have mistakenly taken the corpse. Ensure to politely ask them for the whereabouts of the victim and ensure you remind them that you have first priority for the processing of victims of crimes or workplace accidents.&lt;br /&gt;
&lt;br /&gt;
To perform an autopsy, you&#039;re going to need a [[file:Scalpel.png]] scalpel, [[file:Autopsy_scanner.png]] autopsy scanner, [[file:Sterilemask.png]] a mask, and a [[file:LGloves.png]] pair of gloves. Make sure to put on the mask and gloves before you begin, to avoid contaminating the body or catching any viral pathogens it might still be carrying.&lt;br /&gt;
&lt;br /&gt;
Then, use a health analyser to find out damage areas on the victim, and use the scalpel on every affected zone once (two cuts for the chest might be necessary). Make sure to scan every zone with the autopsy scanner, and get a printout when you&#039;re done. Voila, you have a list of every injury on the body, complete with precise time and responsible weapon. Make sure to communicate your findings with security over the security radio.&lt;br /&gt;
&lt;br /&gt;
Lastly, one additional thing you can do if you can&#039;t find any evidence pointing to a cause of death on the body is to perform a reagents test. To do this, grab a syringe, get a blood sample from the body, and put it through the [[file:MS.png]] mass-spectrometer found in the morgue. The mass-spectrometer should give you an accurate reading of any chemicals that were present in the victim&#039;s body at the time of death. (Note: this can also be used on living victims if you believe they&#039;ve been drugged.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sidetasks ==&lt;br /&gt;
Technically, the above represents the entirety of your job. Despite this, you will rarely be called upon to investigate a crime, since the victim is usually able to cry out for help and the perpetrator is quickly identified. Luckily, there are some other things that you can do instead:&lt;br /&gt;
&lt;br /&gt;
* Be a general assistant to Security - the warden may occasionally need prisoners escorted to medbay, or for spare jumpsuits to be retrieved for demoted personnel.&lt;br /&gt;
* Use the camera terminal in your office or the lobby to scan the station. Look around for any crimes, then report it over the Security channel or head over there yourself. It&#039;s probably not a good idea to announce it over the general radio, or the criminal in question will usually realize that you&#039;re onto them and get away.&lt;br /&gt;
* Update the security records. This is meant to be the Warden&#039;s job, but you&#039;ll be hard pressed to see him actually doing that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
You are capable of fabricating and falsifying evidence. Furthermore, you have prime access to the station&#039;s morgue, which can be very useful for disposing of, or obtaining corpses, and generally people will be less suspicious of you if you carry around weapons or dangerous chemicals. As a whole, be creative! Frame others for your own crimes! Induce the station in utter confusion!&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=18141</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=18141"/>
		<updated>2021-01-02T23:28:30Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: &lt;/p&gt;
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		<author><name>Arrow768</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=17410</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=17410"/>
		<updated>2020-11-19T14:21:12Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Adds the Template:TrailingMechanics at the top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Burrito Justice}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; there are some compounds that can only be found through trial and error. These are &#039;&#039;&#039;secret chems&#039;&#039;&#039; with recipes not held in the source code. Otherwise it&#039;s important to keep in mind that the wiki is not always up to date. If you notice that chemicals are missing, or their information is incorrect, as always please contact a wiki maintainer or staff so that it can be corrected.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|64px|left]]The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser Chemicals|dispenser section]]&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Chemmaster.gif|64px|left]]The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the ChemMaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them. &lt;br /&gt;
*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear on top of the machine.&lt;br /&gt;
*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear on top in a big messy pile&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|64px|left]]The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the ChemMaster to work with. It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for. Note that it will not break compounds back down into elements, nothing can do that.&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge.gif|64px|left]]A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it. It will only accept pills, pill bottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorized medical staff to take things out, so anything you place there is safe from the grubby hands of drug-seeking assistants.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|64px|left]][[File:Beaker.png|64px]] Beakers are the most important tool you have. They come in two sizes, normal and large. Normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab. Large beakers are much less common, you only have three - two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|64px|left]]Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|64px|left]]Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|64px|left]]The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the ChemMaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|64px|left]]The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|64px|left]]The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&lt;br /&gt;
&lt;br /&gt;
=Infographic and Information=&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|left|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
A basic Chem infographic will be provided here, it is recommended to keep it on hand for new players; but beware, it only has the basic necessities of Chemistry, for advanced chems you will have to read further. &#039;&#039;Note: Spaceacillin has been split into multiple anti-microbials. [[#Thetamycin|Thetamycin]] and [[#Cetahydramine|Cetahydramine]]. Other than that, this infographic is still up to date.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Status Effects==&lt;br /&gt;
Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Chemicals=&lt;br /&gt;
Below this heading are multiple tables detailing each chemical that can be synthesized as well as their recipes and effects, among other things. Unless there is additional text in the overdose column, assume that overdosing on the chemical in question - if it can be overdosed on - will deal minor organ damage to the liver, assuming the liver is still alive to absorb the damage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Dispenser Chemicals==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Unless otherwise stated, all basic chemicals listed below overdose at 20u. They are also all found in the dispenser, and have no recipe.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Acetone&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages organs.&lt;br /&gt;
*Dissolves ink on printed material.&lt;br /&gt;
|A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|0.04u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Aluminum&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Ammonia&lt;br /&gt;
|&lt;br /&gt;
*Minorly damages organs.&lt;br /&gt;
|A caustic substance commonly used in fertilizer or household cleaners. Poisonous to most lifeforms, lingers for a while if inhaled.&lt;br /&gt;
|0.1u/tick, 0.05u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Carbon&lt;br /&gt;
|&lt;br /&gt;
*Removes 1u of another reagent per unit, if ingested.&lt;br /&gt;
*Makes turfs dirty if splashed on.&lt;br /&gt;
|A chemical element, the builing block of life.&lt;br /&gt;
|1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Copper&lt;br /&gt;
|&lt;br /&gt;
*If patient is Skrell:&lt;br /&gt;
**Regenerates blood if ingested.&lt;br /&gt;
|A highly ductile metal.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Ethanol&lt;br /&gt;
|&lt;br /&gt;
*Dissolves ink on printed material.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Causes drugginess.&lt;br /&gt;
**May cause hallucinations.&lt;br /&gt;
**Raises pulse.&lt;br /&gt;
**Damages organs in Unathi and Vaurca patients.&lt;br /&gt;
|A well-known alcohol with a variety of applications.&lt;br /&gt;
|0.2u/tick, 1u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Hydrazine&lt;br /&gt;
|&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Moderately damages organs.&lt;br /&gt;
**Unless they have a fuel cell augment, in which case it converts into nutrition.&lt;br /&gt;
*If inhaled:&lt;br /&gt;
**Minorly damages organs.&lt;br /&gt;
*If touched:&lt;br /&gt;
**Barely damages organs.&lt;br /&gt;
**Covers with flammable fuel.&lt;br /&gt;
|A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|0.04u/tick, 5u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Hydrochloric Acid&lt;br /&gt;
|&lt;br /&gt;
*Deals moderate brute damage.&lt;br /&gt;
*Deals moderate burn damage.&lt;br /&gt;
*Minorly damages lungs if inhaled.&lt;br /&gt;
|A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|0.4u/tick, 50u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Iron&lt;br /&gt;
|&lt;br /&gt;
*If patient is neither Skrell nor Varuca:&lt;br /&gt;
**Restores blood if ingested.&lt;br /&gt;
|Pure iron is a metal.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Lithium&lt;br /&gt;
|&lt;br /&gt;
*Forces the patient to step in a random direction.&lt;br /&gt;
*Causes drooling, among other things.&lt;br /&gt;
*Doesn&#039;t actually treat depression.&lt;br /&gt;
|A chemical element, used as antidepressant.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Mercury&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages the brain.&lt;br /&gt;
*Causes weakness in doses greater than 8u.&lt;br /&gt;
|A poisonous chemical element, one of two that is a liquid at human room temperature and pressure.&lt;br /&gt;
|0.2u/tick, 0.08u inhaled, 0.02u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Phosphorous&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A chemical element, the backbone of biological energy carriers.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Potassium&lt;br /&gt;
|&lt;br /&gt;
*Raises pulse.&lt;br /&gt;
*Explodes if put in contact with water, purging all reagents from the container.&lt;br /&gt;
|A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Radium&lt;br /&gt;
|&lt;br /&gt;
*Irradiates the patient.&lt;br /&gt;
**Significantly increases the chance of curing disease, at the cost of severely damaging organs as a direct result.&lt;br /&gt;
*Spawns glowing goo if thrown onto turfs.&lt;br /&gt;
|Radium is an alkaline earth metal. It is extremely radioactive.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Silicon&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Sodium&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A chemical element, readily reacts with water.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Sugar&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Sulfur&lt;br /&gt;
|&lt;br /&gt;
*If patient is Varuca:&lt;br /&gt;
**Restores blood.&lt;br /&gt;
|A chemical element with a pungent smell.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Sulfuric Acid&lt;br /&gt;
|&lt;br /&gt;
*Deals significant brute damage.&lt;br /&gt;
*Deals significant burn damage.&lt;br /&gt;
*Moderately damages the lungs.&lt;br /&gt;
|A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|0.4u/tick, 50u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Tungsten&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A chemical element, and a strong oxidizing agent.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Basic Medicines==&lt;br /&gt;
Basic medicines refers to medications that are either found in first aid kits/around the medbay, or are medicines that are used very, very often, and should be prioritized first-thing. Everything under this heading and beyond - up until the psychiatric medicines section - covers drugs and compounds that are beneficial to the body. Their entries are also color coded: red for brute, yellow for burn, green for toxins, blue for oxygen, lime for radiation, gray for genetic, purple for organs, pink for painkillers!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Bicaridine}}Bicaridine&lt;br /&gt;
|1 Carbon, 1 [[#Inaprovaline|Inaprovaline]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals moderate brute damage.&lt;br /&gt;
|Bicaridine is a complex medication which specifically targets damaged tissues and damaged blood vessels by encouraging the rate at which the damaged tissues are regenerated. Overdosing bicaridine allows the drug to take effect on damaged muscular tissues of arteries.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*Causes the following if mixed with [[#Butazoline|Butazoline]]:&lt;br /&gt;
**Itchiness.&lt;br /&gt;
**Amplified dehydration.&lt;br /&gt;
**Moderate genetic damage.&lt;br /&gt;
|20u, 2% chance of healing arterial bleeding every two seconds.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Butazoline}}Butazoline&lt;br /&gt;
|1 Aluminum, 1 Hydrochloric Acid, 1 [[#Bicaridine|Bicaridine]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Heals significant brute damage.&lt;br /&gt;
*Causes itchiness.&lt;br /&gt;
*Causes dehydration.&lt;br /&gt;
|Butazoline, a recent improvement upon Bicaridine, is specialised at treating the most traumatic of wounds, though less so for treating severe bleeding.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*See [[#Bicaridine|Bicaridine]]&lt;br /&gt;
|20u, 2% chance of healing arterial bleeding&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f7f4cb;&#039;|{{anchor|Dermaline}}Dermaline&lt;br /&gt;
|1 Acetone, 1 Phosphorous, 1 [[#Kelotane|Kelotane]] = 3&lt;br /&gt;
|&lt;br /&gt;
*Heals severe burn damage.&lt;br /&gt;
*Causes itchiness.&lt;br /&gt;
*Causes dehydration.&lt;br /&gt;
|Dermaline is a recent improvement of kelotane, working in a similar way, though twice as effective. Dermaline is capable of recovering even the most dire of burnt tissues, being able to treat full-thickness burning.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*See [[#Kelotane|Kelotane]].&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Dexalin}}Dexalin&lt;br /&gt;
|2 Acetone, 0.1 Phoron, 1 Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Oxygenates the blood to 50%.&lt;br /&gt;
*Removes [[#Lexorin|Lexorin]].&lt;br /&gt;
*If patient is Vaurca:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
**Causes blurry vision.&lt;br /&gt;
|Dexalin is a complex oxygen therapeutic and is available OTC. The chemical utilises carbon nanostructures which cling to oxygen and, in pathological conditions where tissues are hypoxic, will oxygenate these regions. Dexalin is twice as efficient when inhaled.&lt;br /&gt;
|0.2u/tick, 0.1 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, minorly damages the brain, barely damages the eyes&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Dexalin Plus}}Dexalin Plus&lt;br /&gt;
|1 Carbon, 1 Iron, 1 [[#Dexalin|Dexalin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Oxygenates the blood to 80%&lt;br /&gt;
*Removes [[#Lexorin|Lexorin]]&lt;br /&gt;
*If patient is Vaurca:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
**Causes blurry vision.&lt;br /&gt;
|Dexalin Plus was a ground-breaking improvement of Dexalin, capable of transporting several times the amount of oxygen, allowing it to have more clinical uses in treating hypoxia. Dexalin Plus is twice as efficient when inhaled.&lt;br /&gt;
|0.2u/tick, 0.1 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, minorly damages the brain, barely damages the eyes&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c4ffd1;&#039;|{{anchor|Dylovene}}Dylovene&lt;br /&gt;
|1 Ammonia, 1 Potassium, 1 Silicon = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Minorly heals the liver&lt;br /&gt;
*Minorly heals the kidneys&lt;br /&gt;
*Reduces hallucinations.&lt;br /&gt;
*Reduces drowsiness.&lt;br /&gt;
*Removes [[#Zombie Powder|Zombie Powder]]&lt;br /&gt;
|Dylovene is a broad-spectrum over-the-counter antitoxin. It is used in response to a variety of poisoning cases, being able to neutralise and remove harmful toxins from the bloodstream.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, dehydration, hunger.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Inaprovaline}}Inaprovaline&lt;br /&gt;
|1 Acetone, 1 Carbon, 1 Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Allows patient to breathe even if heart is stopped.&lt;br /&gt;
*Slows all bleeding down by 20%.&lt;br /&gt;
*Prevents heart damage from chemically-induced tachycardia.&lt;br /&gt;
*Attempts to regulate heart beat.&lt;br /&gt;
*Reduces effects of low blood oxygenation.&lt;br /&gt;
*Reduces speed at which brain takes damage from low blood.&lt;br /&gt;
*Heals the brain if it is not above minor damage.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
|Inaprovaline is a cardiostimulant which stabilises myocardial contractility, working towards maintaining a steady pulse and blood pressure. Inaprovaline also acts as a weak analgesic.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|60u, chest pain&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f7f4cb;&#039;|{{anchor|Kelotane}}Kelotane&lt;br /&gt;
|1 Carbon, 1 Silicon = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals moderate burn damage.&lt;br /&gt;
|Kelotane is a complex medication which specifically targets tissues which have been lost to severe burning by encouraging the rate at which these damaged tissues are regenerated.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*Causes the following if mixed with [[#Dermaline|Dermaline]]:&lt;br /&gt;
**Itchiness.&lt;br /&gt;
**Amplified dehydration.&lt;br /&gt;
**Moderate genetic damage.&lt;br /&gt;
|20u, face disfiguration&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Tricordrazine}}Tricordrazine&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], 1 [[#Inaprovaline|Inaprovaline]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Depending on the temperature of the compound:&lt;br /&gt;
**Heals minor brute damage.&lt;br /&gt;
**Heals minor burn damage.&lt;br /&gt;
*Does nothing if inhaled.&lt;br /&gt;
|Tricordrazine is an old, though still useful, medication largely set aside following bicaridine and kelotane’s development. The drug increases the rate at which tissues regenerate, though far slower than modern medications.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|30u, causes itchiness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Organ Regeneratives==&lt;br /&gt;
Organ regeneratives, as the name implies, refers to medicines that regenerate internal organs specifically. As such their use is a bit niche, but most make for necessary additions to any medbay.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Adipemcina}}Adipemcina&lt;br /&gt;
|1 Lithium, 1 [[#Dylovene|Dylovene]], 1 Potassium = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately heals the heart.&lt;br /&gt;
|Adipemcina is a complex, organ-regenerative medication that increases the rate at which cells differentiate into myocardial cells. Adipemcina overdoses result in severe liver damage and vomiting.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, minor organ damage, vomiting&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Alkysine}}Alkysine&lt;br /&gt;
|1 Hydrochloric Acid, 1 Ammonia, 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If dose is less than 2u:&lt;br /&gt;
**Significantly heals the brain.&lt;br /&gt;
**An IV drip is recommended.&lt;br /&gt;
*If dose is greater than 2u:&lt;br /&gt;
**Moderately heals the brain.&lt;br /&gt;
**Lightly kills pain.&lt;br /&gt;
**Causes dizziness.&lt;br /&gt;
**Has a chance to generate one of the following:&lt;br /&gt;
***Dumbness.&lt;br /&gt;
***Muscle weakness.&lt;br /&gt;
***Colorblindness. &lt;br /&gt;
|Alkysine is a complex drug which increases cerebral circulation, ensuring the brain does not become hypoxic and increasing the rate at which neurological function returns after a catastrophic injury.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, hallucinations, paralysis/aphasia/imaginary friends&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Oculine}}Oculine&lt;br /&gt;
|1 Carbon, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately heals the eyes.&lt;br /&gt;
*Reduces blurry vision.&lt;br /&gt;
*Removes temporary blindness.&lt;br /&gt;
|Oculine is a complex organ-regenerative medication which increases the rate at which cells can differentiate into those required to recover damage to ocular tissues. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Imidazoline&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Peridaxon}}Peridaxon&lt;br /&gt;
|1 [[#Bicaridine|Bicaridine]], 1 [[#Clonexadone|Clonexadone]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Minorly heals organ damage, on any organ.&lt;br /&gt;
**Does not heal the brain if it has greater than minor damage.&lt;br /&gt;
*Causes disorientation.&lt;br /&gt;
|Peridaxon is complex, broad-spectrum organ-regenerative medication which increases the rate at which cells can differentiate into organ cells to recover damaged organ tissues. The drug is hard on the body, leading to confusion and drowsiness.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, confusion, pain&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Pneumalin}}Pneumalin&lt;br /&gt;
|1 Copper, 1 [[#Cough Syrup|Cough Syrup]], 1 [[#Pulmodeiectionem|Pulmodeiectionem]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Slightly oxygenates blood.&lt;br /&gt;
*Moderately heals the lungs.&lt;br /&gt;
*Lowers pulse.&lt;br /&gt;
*Fixes &amp;quot;rescued&amp;quot; lungs.&lt;br /&gt;
**All of this only works if inhaled.&lt;br /&gt;
|Pneumalin is a powerful, organ-regenerative medication that increases the rate at which lung tissues are regenerated. Pneumalin only works when inhaled, and overdosing can lead to severe bradycardia.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, bradychardia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Detox and Side-Effect Antagonists==&lt;br /&gt;
This section covers medicines that help &#039;&#039;prevent&#039;&#039; organ damage or other harm, rather than treating it outright. Some of these also just cover medicines that can help a patient back onto their feet.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#b0fca4;&#039;|{{anchor|Arithrazine}}Arithrazine&lt;br /&gt;
|1 Hydrazine, 1 [[#Hyronalin|Hyronalin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes extreme amounts of radiation.&lt;br /&gt;
*Has a 60% chance of dealing moderate brute damage.&lt;br /&gt;
*Causes itchiness.&lt;br /&gt;
*Deals severe damage to Dionae&lt;br /&gt;
|Arithrazine is a recent improvement of Hyronalin, rapidly destroying any ionised cells, though this often leads to collateral cell damage, resulting in contusions across affected parts of the body.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, 60% chance of moderate brute damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Asinodryl}}Asinodryl&lt;br /&gt;
|3 Water, 1 [[#Cetahydramine|Cetahydramine]], 1 [[#Synaptizine|Synaptizine]], 5 Tungsten (catalyst) = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Reduces the chance of vomiting.&lt;br /&gt;
|Asinodryl is an anti-emetic medication which acts by preventing the two regions in the brain responsible for vomiting from controlling the act of emesis.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cetahydramine}}Cetahydramine&lt;br /&gt;
|1 [[#Inaprovaline|Inaprovaline]], 1 [[#Cryptobiolin|Cryptobiolin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Prevents itching.&lt;br /&gt;
|Cetahydramine is a complex antihistamine medication available OTC which blocks the release of histamine, thus making it effective at suppressing allergies and sneezing. Cetahydramine can cause drowsiness in larger doses, making it an effective sleep aid.&lt;br /&gt;
|0.01u/tick, 0.2 ingested, 0.4 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Ethylredoxrazine}}Ethylredoxrazine&lt;br /&gt;
|1 Acetone, 1 Carbon, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Neutralizes anything alcohol-related, preferably administered where the alcohol in question is.&lt;br /&gt;
*Reduces dizziness.&lt;br /&gt;
*Reduces drowsiness.&lt;br /&gt;
*Reduces stuttering.&lt;br /&gt;
*Reduces confusion.&lt;br /&gt;
|Ethylredoxrazine is a powerful medication which oxidises ethanol in the bloodstream, reducing the burden on the liver to complete this task. Ethylredoxrazine also blocks the reuptake of neurotransmitters responsible for symptoms of alcohol intoxication.&lt;br /&gt;
|0.06u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Fluvectionem}}Fluvectionem&lt;br /&gt;
|1 Mercury, 1 Ammonia, 1 [[#NACL|Sodium Chloride]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Removes 4u of other reagents per unit.&lt;br /&gt;
*Minorly damages organs&lt;br /&gt;
*Barely amages organs for every unit of reagent purged.&lt;br /&gt;
**All of these effects are doubled if overdosed, and done twice as fast.&lt;br /&gt;
|Fluvectionem is a complex anti-toxin medication that is capable of purging the bloodstream of toxic reagents. The drug is capable of neutralising the most difficult of compounds and acts very fast, however it is inefficient and results in benign waste products that can be damaging to the liver. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Calomel&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, see effects&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#b0fca4;&#039;|{{anchor|Hyronalin}}Hyronalin&lt;br /&gt;
|1 Radium, 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes significant amounts of radiation per unit.&lt;br /&gt;
*Deals severe damage to Dionae.&lt;br /&gt;
|Hyronalin is a complex anti-radiation medication which specifically targets ionised cells, reducing their cell division rate to prevent their growth before gradually destroying these afflicted cells.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, 60% chance of moderate brute damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Pulmodeiectionem}}Pulmodeiectionem&lt;br /&gt;
|1 [[#Fluvectionem|Fluvectionem]], 1 [[#Lexorin|Lexorin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes 5u of other reagents in the lungs per unit.&lt;br /&gt;
*Barely damages the lungs.&lt;br /&gt;
*Causes coughing.&lt;br /&gt;
*Reduces oxygenation.&lt;br /&gt;
|Pulmodeiectionem is a complex anti-toxin medication that is capable of purging the lungs of toxic reagents by damaging the mucous lining of the bronchi and trachea, allowing particulate to be coughed out of the lungs. Pulmodeiectionem works only when inhaled and can cause long-term damage to the lungs.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Synaptizine}}Synaptizine&lt;br /&gt;
|1 Lithium, 1 Sugar, 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Mildly kills pain.&lt;br /&gt;
*Reduces weakness.&lt;br /&gt;
*Reduces paralysis.&lt;br /&gt;
*Reduces stunning.&lt;br /&gt;
*Removes [[#Mindbreaker|Mindbreaker Toxin]].&lt;br /&gt;
*Removes hallucinations.&lt;br /&gt;
*Removes blurry vision.&lt;br /&gt;
*Removes confusion.&lt;br /&gt;
*Moderately damages organs.&lt;br /&gt;
|Synaptizine is an advanced synaptic stimulant and nootropic which improves synaptic transmission and keeps one alert, giving it many clinical uses in the treatment of paralysis, weakness, narcolepsy and hallucinations. Synaptizine is difficult to metabolise and is hard on the liver.&lt;br /&gt;
|0.01u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, seizures&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Verunol Syrup}}Verunol Syrup&lt;br /&gt;
|1 Ethanol, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes vomiting if ingested.&lt;br /&gt;
*Minorly damages organs if injected.&lt;br /&gt;
|A complex emetic medication that causes the patient to vomit due to gastric irritation and the stimulating of the vomit centres of the brain.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialized Medicines==&lt;br /&gt;
Anything semi-common medicine that doesn&#039;t really fit into the other categories goes here. These are the niche-est of the niche, and they won&#039;t see very frequent use or synthesis.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Leporazine}}Leporazine&lt;br /&gt;
|1 Copper, 1 Silicon, 5 Phoron (catalyst) = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Regulates body temperature.&lt;br /&gt;
|Leporazine is a complex medication which improves thermal homeostasis, stabilising and regulating the body’s core temperature. Leporazine often results in hyperventilation which should be monitored.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, lowers body temperature&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lipozine}}Lipozine&lt;br /&gt;
|1 Ethanol, 1 Radium, 1 [[#NACL|Sodium Chloride]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Quickly burns nutrition.&lt;br /&gt;
|A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Polysomnine}}Polysomnine&lt;br /&gt;
|3 Hydrochloric Acid, 1 Ethanol, 1 Water = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Sedates the patient.&lt;br /&gt;
*Minorly damages the liver.&lt;br /&gt;
|Polysomnine is a complex drug which rapidly induces sedation in preparation for surgery. Polysomnine’s sedative effect is fast acting, and sedated individuals wake up with zero amnesia regarding the events leading up to their sedation, however the only downside is how hard the drug is on the liver.&lt;br /&gt;
|0.1u/tick, 0.05u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|RMT}}Regenerative-Muscular Tissue Supplements&lt;br /&gt;
|1 Potassium, 1 [[#Inaprovaline|Inaprovaline]] = 2 unit&lt;br /&gt;
|&lt;br /&gt;
*Removes slowdown on unassisted Off-Worlders, and their subsequent flavor texts.&lt;br /&gt;
|RMT Supplement is a bioengineered, fast-acting growth factor that specifically helps recover bone and muscle mass caused by prolonged zero-gravity adaptations. It can also be used to treat chronic muscle weakness.&lt;br /&gt;
|0.04u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|30u, aching&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Rezadone}}Rezadone&lt;br /&gt;
|1 Copper, 1 [[#Cryptobiolin|Cryptobiolin]], 1 Carpotoxin = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Heals significant brute damage.&lt;br /&gt;
*Heals significant burn damage.&lt;br /&gt;
*Heals significant gene damage.&lt;br /&gt;
*Slightly improves oxygenation.&lt;br /&gt;
*Minorly heals the liver.&lt;br /&gt;
*If dose is above 3 units:&lt;br /&gt;
**Treats disfiguration.&lt;br /&gt;
*If dose is above 10 units:&lt;br /&gt;
**Causes dizziness.&lt;br /&gt;
**Causes jitteriness.&lt;br /&gt;
|Rezadone is an extremely expensive, ground-breaking miracle drug. The compound is capable of treating all kinds of physical damage, disfiguration, as well as genetic damage. Excessive consumption of rezadone can lead to severe disorientation.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Ryetalyn}}Ryetalyn&lt;br /&gt;
|1 Carbon, 1 [[#Arithrazine|Arithrazine]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Instantly removes all mutations. Only 1 unit is necessary.&lt;br /&gt;
**Does &#039;&#039;&#039;NOT&#039;&#039;&#039; heal gene damage.&lt;br /&gt;
|Ryetalyn is a novel, highly advanced, broad-spectrum medication, developed by Dominian scientists, which has varying clinical uses in treating genetic abnormalities including certain cancers, autoimmune conditions, and Hulk Syndrome.&lt;br /&gt;
|1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Soporific}}Soporific&lt;br /&gt;
|4 Sugar, 1 [[#Polysomnine|Polysomnine]] = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Sedates the patient.&lt;br /&gt;
|Soporific is highly diluted polysomnine which results in slower and more gradual sedation. This makes the drug ideal at treating insomnia and anxiety disorders, however is generally not reliable for sedation in preparation for surgery except in high doses.&lt;br /&gt;
|0.1u/tick, 0.033u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Thetamycin}}Thetamycin&lt;br /&gt;
|1 [[#Cryptobiolin|Cryptobiolin]], 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Effects at &amp;lt;5u dosage&lt;br /&gt;
**None.&lt;br /&gt;
*Effects at &amp;gt;=5u dosage&lt;br /&gt;
**Instantly cures germs below infection level 1.&lt;br /&gt;
**Heals infections between level 1 and level 2, at a rate of 3 germ units per second.&lt;br /&gt;
**Heals infections between level 2 upwards, at a rate of 1 germ unit per second.&lt;br /&gt;
*May cause vomiting.&lt;br /&gt;
|Thetamycin is a complex, broad-spectrum antibiotic developed to treat wound infections, organ infections, and septicaemia, even those caused by superbugs with high anti-bacterial resistances. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Spaceacillin&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.01u/tick, 0.4u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, dizziness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Pain Killers==&lt;br /&gt;
As the name hopefully suggests, these medicines are used to reduce pain in a patient, keeping them conscious and, worry-free (for the most part), and able to communicate. There are varying levels of painkiller available, though some may be too powerful to administer. Use discretion!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ff00ff;&#039;|{{anchor|Cough Syrup}}Cough Syrup&lt;br /&gt;
|1 Ammonia, 1 Carbon, 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
|A complex antitussive medication available OTC which is very effective at suppressing cough reflexes. The medication also acts as a very weak analgesic medication, leading to it being a very cheap recreational drug or precursor to other recreational drugs.&lt;br /&gt;
|0.2u/tick, 0.4 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, vomiting, twitching, drowsiness, brain damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ff00ff;&#039;|{{anchor|Perconol}}Perconol&lt;br /&gt;
|1 Sugar, 1 Water, 1 [[#Mortaphenyl|Mortaphenyl]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Mildly kills pain&lt;br /&gt;
**Does nothing if inhaled.&lt;br /&gt;
|Perconol is an advanced, analgesic medication which is highly effective at treating minor-mild pain, inflammation and high fevers. The drug is available over-the-counter for treating minor illnesses and mild pain. Perconol is not effective when inhaled. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ff00ff;&#039;|{{anchor|Mortaphenyl}}Mortaphenyl&lt;br /&gt;
|1 Acetone, 1 Ethanol, 1 [[#Inaprovaline|Inaprovaline]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Effectively kills pain.&lt;br /&gt;
*Causes blurry vision.&lt;br /&gt;
*Causes confusion.&lt;br /&gt;
**Does nothing if inhaled.&lt;br /&gt;
|Mortaphenyl is an advanced, powerful analgesic medication which is highly effective at treating mild-severe pain as a result of severe, physical injury. Mortaphenyl is not effective when inhaled. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
|&lt;br /&gt;
*Causes hallucinations, the feeling of drugginess, and nausea if BAC is greater than 0.03%, oxygen deprivation at 0.08%&lt;br /&gt;
|15u, nausea, restricted breathing, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ff00ff;&#039;|{{anchor|Oxycomorphine}}Oxycomorphine&lt;br /&gt;
|1 Ethanol, 1 [[#Mortaphenyl|Mortaphenyl]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Ludicrously kills pain.&lt;br /&gt;
*Causes blurry vision.&lt;br /&gt;
*Causes confusion.&lt;br /&gt;
**Does nothing if inhaled.&lt;br /&gt;
|Oxycomorphine is a highly advanced, powerful analgesic medication which is extremely effective at treating severe-agonising pain as a result of injuries usually incompatible with life. The drug is highly addictive and sense-numbing. Oxycomorphine is not effective when inhaled. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Oxycodone&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
|&lt;br /&gt;
*Causes intense hallucinations, the feeling of drugginess, and restricted breathing if patient&#039;s BAC is greater than 0.04%&lt;br /&gt;
*See [[#Neurapan|Neurapan]].&lt;br /&gt;
|10u, hallucinations, drugginess, nausea, restricted breathing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resuscitators==&lt;br /&gt;
If a patient is in some pretty dire straits, and you&#039;ve already taken care of the other damage, then these medicines will make sure they don&#039;t die. Hopefully. Maybe. If you&#039;re quick enough?&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Adrenaline}}Adrenaline&lt;br /&gt;
|1 [[#Inaprovaline|Inaprovaline]], 1 [[#Hyperzine|Hyperzine]], 1 [[#Dexalin Plus|Dexalin Plus]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Greatly aids in restarting the heart.&lt;br /&gt;
*Barely damages the heart if successfully resuscitated.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
**Does nothing if inhaled or ingested.&lt;br /&gt;
|Adrenaline is a hormone used as a drug to treat cardiac arrest and other cardiac dysrhythmias resulting in diminished or absent cardiac output.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|&lt;br /&gt;
*See [[#Hyperzine|Hyperzine]].&lt;br /&gt;
|20u, pain&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Saline}}Saline Plus&lt;br /&gt;
|2 Water, 0.4 [[#NACL|Sodium Chloride]], 0.2 Sugar, 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*If injected:&lt;br /&gt;
**Hydrates the patient.&lt;br /&gt;
**Restores blood if dose is less than 2u.&lt;br /&gt;
*If ingested or inhaled:&lt;br /&gt;
**Does nothing.&lt;br /&gt;
|Saline Plus is an expensive improvement upon the various saline solutions of old. Saline Plus has wide clinical applications in the treatment of dehydration and hypovolaemia, with no more debates as to whether it is effective or not.&lt;br /&gt;
|1.5u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u, confusion, jitteriness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cryogenics==&lt;br /&gt;
Cryo tube-specific medications go here. Anything under here is only effective if the patient&#039;s body has been chilled significantly.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Cataleptinol}}Cataleptinol&lt;br /&gt;
|1 [[#Alkysine|Alkysine]], 0.1 Phoron, 0.1 [[#Cryoxadone|Cryoxadone]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Barely heals the brain.&lt;br /&gt;
*Minorly heals the brain if patient&#039;s temperature is below 170K.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Has a chance to cure the following, compounded by the amount metabolized:&lt;br /&gt;
**Dumbness&lt;br /&gt;
**Cerebral Blindness&lt;br /&gt;
**Cerebral Paralysis&lt;br /&gt;
**Colorblindness&lt;br /&gt;
**Aphasia&lt;br /&gt;
|Cataleptinol is a highly advanced, expensive medication capable of regenerating the most damaged of brain tissues. Cataleptinol is used in the treatment of dumbness, cerebral blindness, cerebral paralysis and aphasia. The drug is more effective when the patient’s core temperature is below 170K.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, paralysis, aphasia, dumbness, weakness, colorblindness, imaginary friends&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#e8e8e8;&#039;|{{anchor|Cryoxadone}}Cryoxadone&lt;br /&gt;
|1 Water, 1 Acetone, 1 [[#Dexalin|Dexalin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Slows pulse.&lt;br /&gt;
*If the body is below 170K:&lt;br /&gt;
**Heals significant gene damage.&lt;br /&gt;
**Heals significant brute damage.&lt;br /&gt;
**Heals significant burn damage.&lt;br /&gt;
**Heals significant hypoxia.&lt;br /&gt;
|Cryoxadone is a ground-breaking and complex medication that, when acting on bodies cooler than 170K, is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Cryoxadone, alongside Clonexadone, are the backbones of the cloning industry.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#e8e8e8;&#039;|{{anchor|Clonexadone}}Clonexadone&lt;br /&gt;
|1 Sodium, 1 [[#Cryoxadone|Cryoxadone]], 0.1 Phoron, 5 Phoron (catalyst) = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Slows pulse.&lt;br /&gt;
*If the body is below 170K:&lt;br /&gt;
**Heals extreme gene damage.&lt;br /&gt;
**Heals extreme brute damage.&lt;br /&gt;
**Heals extreme burn damage.&lt;br /&gt;
**Heals extreme hypoxia.&lt;br /&gt;
|Clonexadone is a ground-breaking, complex medication that improved upon Cryoxadone. When acting on bodies cooler than 170K, the drug is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Clonexadone, alongside Cryoxadone, are the backbones of the cloning industry.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Psychiatric Medicines==&lt;br /&gt;
These particular drugs are much more niche in their use compared to the medicines above. They almost exclusively impact the mental state of the patient, either for good or ill, depending on how they&#039;re used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Corophenidate}}Corophenidate&lt;br /&gt;
|1 Hydrazine, 1 [[#Mindbreaker|Mindbreaker Toxin]] = units&lt;br /&gt;
|&lt;br /&gt;
*Removes hallucinations.&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Phobias.&lt;br /&gt;
|Corophenidate is a new generation, psychoactive stimulant used in the treatment of ADHD and ADD. It has far fewer side effects than previous generations of CNS stimulants. Withdrawal symptoms include hallucinations and disruption of focus.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Emoxanyl}}Emoxanyl&lt;br /&gt;
|1 Ethanol, 1 Silicon, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Concussions.&lt;br /&gt;
**Phobias.&lt;br /&gt;
|Emoxanyl is a novel, antioxidant medication which increases cerebral circulation and is used to treat anxiety, depression, concussion, and epilepsy. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Minaphobin}}Minaphobin&lt;br /&gt;
|1 Carbon, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
**Monophobias.&lt;br /&gt;
|Minaphobin is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nerospectan}}Nerospectan&lt;br /&gt;
|1 Silicon, 1 [[#Drugs|Space Drugs]], 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Monophobia.&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Speech impediments.&lt;br /&gt;
**Muscle spasms.&lt;br /&gt;
**Tourettes.&lt;br /&gt;
|Nerospectan is an expensive, new generation anti-psychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Nerospectan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous.&lt;br /&gt;
|0.004u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Neurapan}}Neurapan&lt;br /&gt;
|1 Ethanol, 1 [[#Drugs|Space Drugs]], 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Split personalities.&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Stuttering.&lt;br /&gt;
**Speech impediments.&lt;br /&gt;
**Monophobia.&lt;br /&gt;
**Hallucinations.&lt;br /&gt;
**Muscle spasms.&lt;br /&gt;
**Tourettes.&lt;br /&gt;
|Neurapan is a groundbreaking, expensive antipsychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Neurapan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|&lt;br /&gt;
*If mixed with [[#Oxycomorphine|Oxycomorphine]] and overdosing:&lt;br /&gt;
**Causes deafness.&lt;br /&gt;
**Causes drowsiness.&lt;br /&gt;
**Causes confusion.&lt;br /&gt;
**Causes derealization&lt;br /&gt;
|20u, pacifism, blurred vision, derealization&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Neurostabin}}Neurostabin&lt;br /&gt;
|1 Iron, 1 Potassium, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
**Split personalities.&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Muscle weakness.&lt;br /&gt;
|Neurostabin is a new generation, psychoactive drug used in the treatment of psychoses, and also has clinical significance in treating muscle weakness. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and the development of phobias.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Orastabin}}Orastabin&lt;br /&gt;
|1 Sodium, 1 Tungsten, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
**Monophobia.&lt;br /&gt;
**Stuttering.&lt;br /&gt;
|Orastabin is a new generation, complex psychoactive medication used in the treatment of anxiety disorders and speech impediments. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Parvosil}}Parvosil&lt;br /&gt;
|1 Aluminum, 1 Potassium, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
|Parvosil is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.004u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Paxazide}}Paxazide&lt;br /&gt;
|1 [[#Parvosil|Parvosil]], 1 [[#Truth|Truth Serum]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Any intent except help.&lt;br /&gt;
**Attacking with objects.&lt;br /&gt;
|Paxazide is an expensive and unethical, psychoactive drug used to pacify people, suppressing regions of the brain responsible for anger and violence. Paxazide can be addictive due to its tranquilising effects, though withdrawal symptoms are scarce.&lt;br /&gt;
|0.004u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Truth}}Truth Serum&lt;br /&gt;
|1 [[#Synaptizine|Synaptizine]], 1 [[#Mindbreaker|Mindbreaker Toxin]], 0.1 Phoron = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Nothing.&lt;br /&gt;
*Gives many messages about how you should spill the beans.&lt;br /&gt;
|Truth Serum is an expensive and very unethical psychoactive drug capable of inhibiting defensive measures and reasoning in regards to communication, resulting in those under the effects of the drug to be very open to telling the truth.&lt;br /&gt;
|0.01u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Narcotics and Other Drugs==&lt;br /&gt;
Unlike everything above, everything in this heading is more or less harmful to the patient rather than beneficial. Nothing here is outright lethal, but frequent use and high dosages are not recommended!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Hyperzine}}Hyperzine&lt;br /&gt;
|1 Sugar, 1 Phosphorous, 1 Sulfur = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Increases running speed.&lt;br /&gt;
*Increases pulse.&lt;br /&gt;
|Hyperzine is a complex cardio-synaptic stimulant drug designed to increase the performance of the body. Downsides include violent muscle spasms and tremors.&lt;br /&gt;
|0.03u/tick, 0.015u inhaled&lt;br /&gt;
|&lt;br /&gt;
*Starts Hyperzine&#039;s OD if [[#Adrenaline|Adrenaline]] is mixed.&lt;br /&gt;
|15u, hallucinations, moderate brute damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Krok}}Krok Juice&lt;br /&gt;
|1 Iron, 1 Welding Fuel, 2 [[Guide to Food and Drinks#Non-Alcoholic_Drinks|Orange Juice]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Causes malfunctions in prosthetic organs.&lt;br /&gt;
|An advanced Eridanian variant of ancient krokodil, known for causing prosthetic malfunctions.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lean}}Lean&lt;br /&gt;
|2 [[#Cough Syrup|Cough Syrup]], 2 Space Up, 1 Sugar = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
|A mixture of cough syrup, space-up, and sugar.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nightlife}}Nightlife&lt;br /&gt;
|1 [[#Corophenidate|Corophenidate]], 1 [[#Nitro|Nitroglycerin]], 1 [[#Synaptizine|Synaptizine]] at 200 Celsius = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Increases running speed.&lt;br /&gt;
*Causes jitteriness.&lt;br /&gt;
*Causes stuttering.&lt;br /&gt;
*Causes drugginess.&lt;br /&gt;
*Causes hallucinations.&lt;br /&gt;
*Removes drowsiness.&lt;br /&gt;
*Damages the heart, depending on dose.&lt;br /&gt;
|A liquid narcotic commonly used by the more wealthy drug-abusing citizens of the Eridani Federation. Works as a potent stimulant that causes extreme awakefulness. Lethal in high doses.&lt;br /&gt;
|0.04u/tick, 0.02u inhaled, 0.125u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Raskara}}Raskara Dust&lt;br /&gt;
|1 [[#MAP|Monoammoniumphosphate]], 1 [[#Cleaner|Space Cleaner]], 2 [[#NACL|Sodium Chloride]] at 127 Celsius = 3 units&lt;br /&gt;
|&lt;br /&gt;
*If ingested or inhaled:&lt;br /&gt;
**Causes drowsiness.&lt;br /&gt;
**Lightly kills pain.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Causes drowsiness.&lt;br /&gt;
**Mildly kills pain.&lt;br /&gt;
|A powdery narcotic found in the gang-ridden slums of Biesel and Sol. Known for it&#039;s relaxing poperties that cause trance-like states when inhaled. Casual users tend to snort or inhale, while hardcore users inject.&lt;br /&gt;
|0.02u/tick, 0.04u inhaled, 0.06u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nightshade}}Red Nightshade&lt;br /&gt;
|1 [[Guide to Hydroponics|Psilocybin]], 1 [[Guide to Food and Drinks#Poured Drinks|Moonshine]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Has a chance to moderately damage the brain.&lt;br /&gt;
*Causes jitteriness.&lt;br /&gt;
*Causes berserk, which includes the following:&lt;br /&gt;
**Red screen.&lt;br /&gt;
**Locking to harm intent.&lt;br /&gt;
**Inability to use complex items.&lt;br /&gt;
**Inability to feel pain.&lt;br /&gt;
**Ability to smash windows barehanded.&lt;br /&gt;
|An illegal combat performance enhancer originating from the criminal syndicates of Mars. The drug stimulates regions of the brain responsible for violence and rage, inducing a feral, berserk state in users.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Drugs}}Space Drugs&lt;br /&gt;
|1 Lithium, 1 Mercury, 1 Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Causes hunger.&lt;br /&gt;
*Forces the patient to step in a random direction.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
|Mercury Monolithium Sucrose, or space drugs, is a potent relaxant commonly found in Ambrosia plants. Lasts twice as long when inhaled.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Poisons==&lt;br /&gt;
Compared to all of the reagents above, these reagents are without a doubt harmful to the body, and their use is highly regulated. Don&#039;t get caught with these!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cryptobiolin}}Cryptobiolin&lt;br /&gt;
|1 Acetone, 1 Potassium, 1 Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Causes confusion.&lt;br /&gt;
*Causes hallucinations.&lt;br /&gt;
|Cryptobiolin causes confusion and dizzyness.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cyanide}}Cyanide&lt;br /&gt;
|N/A, can be found in apples.&lt;br /&gt;
|&lt;br /&gt;
*Rapidly depletes oxygen levels.&lt;br /&gt;
|A highly toxic chemical.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Dextrotoxin}}Dextrotoxin&lt;br /&gt;
|10 [[#Soporific|Soporific]], 5 Phoron, 3 Carpotoxin = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Paralyzes all limbs.&lt;br /&gt;
|A complicated to make and highly illegal drug that cause paralysis mostly focused on the limbs.&lt;br /&gt;
|0.04u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Impedrezene}}Impedrezene&lt;br /&gt;
|1 Acetone, 1 Mercury, 1 Sugar = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages the brain.&lt;br /&gt;
|Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lexorin}}Lexorin&lt;br /&gt;
|1 Ammonia, 1 Hydrazine, 1 Tungsten, 5 Phoron (catalyst) = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Deals minor hypoxia damage.&lt;br /&gt;
|Lexorin is a complex toxin that attempts to induce general hypoxia by weakening the diaphragm to prevent respiration and also by binding to haemoglobins to prevent oxygen molecules from doing the same.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Mindbreaker}}Mindbreaker Toxin&lt;br /&gt;
|1 Silicon, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes hallucinations.&lt;br /&gt;
|An incredibly potent hallucinogen designed to wreak havoc on the brain, resulting in disturbing hallucinations with long-term impacts on those given the drug - this drug is not pleasant, thus the name, and only hardcore addicts use the drug recreationally.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|KCl}}Potassium Chloride&lt;br /&gt;
|1 Potassium, 1 [[#NACL|Sodium Chloride]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If &amp;gt;20u is injected:&lt;br /&gt;
**Stops the heart.&lt;br /&gt;
|A delicious salt that stops the heart when injected into cardiac muscle.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|KClPh}}Potassium Chlorophoride&lt;br /&gt;
|1 Phoron, 1 [[#KCl|Potassium Chloride]], 1 [[#Polysomnine|Polysomnine]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*If &amp;gt;5u is injected:&lt;br /&gt;
**Stops the heart.&lt;br /&gt;
|Potassium Chlorophoride is an expensive, vastly improved variant of Potassium Chloride. Potassium Chlorophoride, unlike the original drug, acts immediately to block neuromuscular junctions, causing general paralysis.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Zombie}}Zombie Powder&lt;br /&gt;
|5 Copper, 5 Carpotoxin, 5 [[#Soporific|Soporific]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Deals minor hypoxia damage.&lt;br /&gt;
*Minorly damages organs.&lt;br /&gt;
*Inflicts weakness.&lt;br /&gt;
*Inflicts silence.&lt;br /&gt;
*Gives the autopsy scanner a fake report.&lt;br /&gt;
|A strong neurotoxin that puts the subject into a death-like state.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experimental Reagents==&lt;br /&gt;
These reagents are wholly experimental in nature, and probably should not see widespread use outside of research.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Mutone}}Mutone&lt;br /&gt;
|1 [[#Mutagen|Unstable Mutagen]], 1 [[#Phoron Salts|Phoron Salts]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes one mutation every five units metabolized.&lt;br /&gt;
**75% chance for a good mutation.&lt;br /&gt;
**25* chance for a bad mutation.&lt;br /&gt;
|A strange green powder with even stranger properties.&lt;br /&gt;
|0.8u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Phoron Salts}}Phoron Salts&lt;br /&gt;
|2 Phoron, 1 [[#NACL|Sodium Chloride]] (678 Kelvin) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*TODO&lt;br /&gt;
|A mysterious molten mixture with strange chemical properties. Incredibly deadly to all lifeforms, especially Vaurca.&lt;br /&gt;
|0.02u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Plexium}}Plexium&lt;br /&gt;
|1 [[#Alkysine|Alkysine]], 1 [[#Phoron Salts|Phoron Salts]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Rolls one brain trauma for every five units metabolized.&lt;br /&gt;
**Only one brain trauma per category can exist.&lt;br /&gt;
|A yellow, fowl smelling liquid that seems to affect the brain in strange ways.&lt;br /&gt;
|1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Stimm}}Stimm&lt;br /&gt;
|1 Fuel, 5 [[Guide_to_Food_and_Drinks#Coffee_Drinks|Rewriter]] = 6 units&lt;br /&gt;
|&lt;br /&gt;
*Increases running speed.&lt;br /&gt;
|A homemade stimulant with some serious side-effects.&lt;br /&gt;
|0.6u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Mutagen}}Unstable Mutagen&lt;br /&gt;
|1 Hydrochloric Acid, 1 Phosphorous, 1 Radium = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Deals radiation damage.&lt;br /&gt;
*May cause mutations.&lt;br /&gt;
|Might cause unpredictable mutations. Keep away from children.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Venenum}}Venenum&lt;br /&gt;
|1 [[#Phoron Salts|Phoron Salts]], 1 [[#Ryetalyn|Ryetalyn]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Randomizes appearance and name for every unit metabolized.&lt;br /&gt;
**Reverts patient back to original appearance once no more Venenum is metabolized.&lt;br /&gt;
|A thick tar like liquid that seems to move around on it&#039;s own every now and then. Limited data shows it only works when injected into the bloodstream.&lt;br /&gt;
|0.3u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Almost everything under this heading will invariably see use in combat of some sort. Synthesizing these reagents without good reason is pretty good grounds to get booted from your job &amp;lt;s&amp;gt;or the server&amp;lt;/s&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|EMP}}Electromagnetic Pulse&lt;br /&gt;
|1 Iron, 1 Uranium = 1 pulse&lt;br /&gt;
|&lt;br /&gt;
*Generates an EMP, frying and scrambling electronic equipment.&lt;br /&gt;
**The size of the pulse depends on the amount of reagents used.&lt;br /&gt;
|This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an &#039;EMP&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Explosion}}Explosion&lt;br /&gt;
|1 Potassium, 1 Water = 1 explosion&lt;br /&gt;
|&lt;br /&gt;
*Generates an explosion.&lt;br /&gt;
**The size of the explosion depends on the amount of reagents used.&lt;br /&gt;
|This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Flash}}Flash Powder&lt;br /&gt;
|1 Aluminum, 1 Potassium, 1 Sulfuric Acid = 1 flash&lt;br /&gt;
|&lt;br /&gt;
*Generates a flash.&lt;br /&gt;
|Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Napalm}}Napalm&lt;br /&gt;
|1 Aluminum, 1 Phoron, 1 Sulfuric Acid = 1 large fire&lt;br /&gt;
|&lt;br /&gt;
*Generates a fire surrounding the reagent container.&lt;br /&gt;
|Creates a large fire immediately on mixing.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nitro}}Nitroglycerin&lt;br /&gt;
|1 Sulfuric Acid, 1 [[#Glycerol|Glycerol]], 1 [[#Polyacid|Polytrinic Acid]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Regulates heart rate.&lt;br /&gt;
*Explodes spectacularly if thrown, dropped, heated, attacked, or splashed on anything.&lt;br /&gt;
|Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Polyacid}}Polytrinic Acid&lt;br /&gt;
|1 Potassium, 1 Sulfuric Acid, 1 Hydrochloric Acid = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Deals severe brute damage.&lt;br /&gt;
*Moderately damages the lungs.&lt;br /&gt;
|Polytrinic acid is a an extremely corrosive chemical substance.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Smoke}}Smoke Reaction&lt;br /&gt;
|1 Phosphorous, 1 Potassium, 1 Sugar = 1 smokey boi&lt;br /&gt;
|&lt;br /&gt;
*Creates smoke around the reagent container.&lt;br /&gt;
*You can mix anything else inside before mixing the last reagent inside to make it smoke out as well.&lt;br /&gt;
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Thermite}}Thermite&lt;br /&gt;
|1 Acetone, 1 Aluminum, 1 Iron = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Melts walls if ignited.&lt;br /&gt;
|Thermite produces an aluminothermic reaction known as a thermite reaction. Can be used to melt walls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Reagents==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Surfactant}}Azosurfactant&lt;br /&gt;
|1 Sulfuric Acid, 2 Carbon, 2 Hydrazine = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Reacts instantly when mixed with water to spew foam out of the reagent container.&lt;br /&gt;
**You can mix anything else inside before mixing water inside to make it foam out as well.&lt;br /&gt;
|An isocyanate liquid that forms a foam when mixed with water.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cardox}}Cardox&lt;br /&gt;
|1 Carbon, 1 Platinum, 1 [[#Sterilizine|Sterilizine]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Removes phoron from turfs and reagent containers.&lt;br /&gt;
**This includes a Varuca&#039;s phoron reserve.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
|Cardox is a mildly toxic, expensive, NanoTrasen designed cleaner intended to eliminate liquid phoron stains from suits.&lt;br /&gt;
|0.3u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Coolant}}Coolant&lt;br /&gt;
|1 Acetone, 1 Tungsten, 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|Industrial cooling substance.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cryosurfactant}}Cryosurfacant&lt;br /&gt;
|1 Ice, 1 Sodium, 1 [[#Surfactant|Surfactant]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Cools reagent container contents.&lt;br /&gt;
*Creates oxygen if mixed with [[#Pyrosilicate|Pyrosilicate]].&lt;br /&gt;
|A bright cyan liquid consisting of strange self-cooling properties that reacts when exposed to water.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Diethylamine}}Diethylamine&lt;br /&gt;
|1 Ammonia, 1 Ethanol = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Fertilizes plants.&lt;br /&gt;
|A secondary amine, mildly corrosive.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Foam}}Foaming Agent&lt;br /&gt;
|1 Lithium, 1 Hydrazine = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Does nothing unless mixed into [[#MetalF|Metal Foam]].&lt;br /&gt;
|An agent that yields metallic foam when mixed with light metal and a strong acid.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Frost}}Frost Oil&lt;br /&gt;
|1 Ice Pepper = ~7 units&lt;br /&gt;
|&lt;br /&gt;
*Lowers body temperature.&lt;br /&gt;
*Removes 5u capsaicin per unit.&lt;br /&gt;
|A special oil that chemically chills the body. Extracted from Ice Peppers.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Glycerol}}Glycerol&lt;br /&gt;
|1 Triglyceride, 2 Ethanol, 5 Sulfuric Acid as catalyst = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Luminol}}Luminol&lt;br /&gt;
|2 Ammonia, 2 Carbon, 2 Hydrazine = 6 units&lt;br /&gt;
|&lt;br /&gt;
*If injected/ingested:&lt;br /&gt;
**Does nothing.&lt;br /&gt;
*If sprayed on turfs:&lt;br /&gt;
**Makes blood glow a bright blue.&lt;br /&gt;
*If sprayed on objects:&lt;br /&gt;
**Makes blood glow a bright blue if also used with a UV light.&lt;br /&gt;
|A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|MetalF}}Metal Foam&lt;br /&gt;
|3 Aluminum/Iron, 1 [[#Foam|Foaming Agent]], 1 [[#Polyacid|Polytrinic Acid]] = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Reacts instantly to create a barrier of metal foam, size depending on how many reagents were used.&lt;br /&gt;
**Iron can make stronger walls.&lt;br /&gt;
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|MAP}}Monoammoniumphosphate&lt;br /&gt;
|1 Ammonium, 1 Phosphorous, 1 Sodium, 1 Sulfuric Acid = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Extinguishes fires.&lt;br /&gt;
*Lowers room temperature if it is too high.&lt;br /&gt;
|Commonly found in fire extinguishers, also works as a fertilizer.&lt;br /&gt;
|0.2u/tick, 2u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|PBG}}Plant-B-Gone&lt;br /&gt;
|4 water, 1 toxin = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages organs.&lt;br /&gt;
**Damages Dionae greatly.&lt;br /&gt;
*Kills plants.&lt;br /&gt;
|A toxic mixture designed to kill plant-life.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Plastic}}Plastic&lt;br /&gt;
|1 [[#Polyacid|Polytrinic Acid]], 1 [[Guide_to_Hydroponics|Plasticide]] = 1 sheet of plastic&lt;br /&gt;
|&lt;br /&gt;
*Makes plastic.&lt;br /&gt;
|A recipe that makes sheets of plastic. You can obtain Plasticide from Plastellium mushrooms.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Pyrosilicate}}Pyrosilicate&lt;br /&gt;
|1 Hydrazine, 1 Iron, 1 Sulfuric Acid, 1 [[#Silicate|Silicate]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Warms reagent container contents.&lt;br /&gt;
*Creates oxygen if mixed with [[#Cryosurfacant|Cryosurfactant]].&lt;br /&gt;
|A bright orange powder consisting of strange self-heating properties that reacts when exposed to sodium chloride.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Silicate}}Silicate&lt;br /&gt;
|1 Acetone, 1 Aluminum, 1 Silicon = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Reinforces glass.&lt;br /&gt;
|A compound that can be used to reinforce glass.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|NACL}}Sodium Chloride&lt;br /&gt;
|1 Sodium, 1 Hydrochloric Acid = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Causes thirstiness.&lt;br /&gt;
**Absorbs alcohol.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Does the above.&lt;br /&gt;
**Minorly damages organs.&lt;br /&gt;
|A salt made of sodium chloride. Commonly used to season food.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cleaner}}Space Cleaner&lt;br /&gt;
|1 Ammonia, 1 Water = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Cleans stuff!&lt;br /&gt;
**Including blood!&lt;br /&gt;
**And resetting germ level!&lt;br /&gt;
*Wow!!!&lt;br /&gt;
|A compound used to clean things. Now with 50% more sodium hypochlorite!&lt;br /&gt;
|5u/tick touched&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lube}}Space Lube&lt;br /&gt;
|1 Acetone, 1 Silicon, 1 Water = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Makes the floor extremely slippery.&lt;br /&gt;
|Lubricant is a substance introduced between two moving surfaces to reduce the friction and wear between them.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Sterilizine}}Sterilizine&lt;br /&gt;
|1 Ethanol, 1 Hydrochloric Acid, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Cleans blood!&lt;br /&gt;
**Doesn&#039;t clean anything else!&lt;br /&gt;
**Resets germ level!&lt;br /&gt;
*Wow!!! It&#039;s totally useless!&lt;br /&gt;
**Just use Space Cleaner!&lt;br /&gt;
|Sterilizine is a chemical product composed of bleach and anti-toxins which can thoroughly disinfect wound sites and any biohazardous waste.&lt;br /&gt;
|5u/tick touched&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Syntimeat}}Syntimeat&lt;br /&gt;
|5 Blood, 1 [[#Clonexadone|Clonexadone]] = 1 syntimeat&lt;br /&gt;
|&lt;br /&gt;
*Not actually a reagent; it is a recipe to create synthetic meat.&lt;br /&gt;
|Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Uranium}}Uranium Solidification&lt;br /&gt;
|20 Uranium, 1 Potassium, 1 [[#Frost|Frost Oil]] = 1 sheet of uranium&lt;br /&gt;
|&lt;br /&gt;
*Makes solid uranium from liquid uranium.&lt;br /&gt;
|A recipe that makes sheets of uranium. You can obtain [[#Frost|Frost Oil]] from [[Guide to Hydroponics|ice peppers]].&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Virus}}Virus Food&lt;br /&gt;
|1 Milk, 1 Water, 1 sugar = 5 units&lt;br /&gt;
|&lt;br /&gt;
*If used in the incubator:&lt;br /&gt;
**Increases virus growth rate.&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Functions as regular food.&lt;br /&gt;
**Doesn&#039;t make viruses already inside you any nastier, in case you were wondering.&lt;br /&gt;
|Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=17409</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=17409"/>
		<updated>2020-11-19T14:20:52Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Adds the Template:TrailingMechanics at the top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TrailingMechanics}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
===The Brain===&lt;br /&gt;
Everything in your body revolves around the brain. &#039;&#039;&#039;So long as your brain isn&#039;t dead, you&#039;re not dead.&#039;&#039;&#039; Everything else is just there to keep the brain alive, and the severity of any given injury is a direct measure of how much of a threat it poses to the brain. &lt;br /&gt;
&lt;br /&gt;
Your brain - and, similarly, the brains of your patients - start out with an integrity of 100%. Certain types of effects can cause your brain&#039;s integrity to lower. When it hits 0%, you are braindead - and there&#039;s no coming back from that.&lt;br /&gt;
&lt;br /&gt;
The things that pose the biggest threat to your brain, in approximate order of how common they are on board this ship, are:&lt;br /&gt;
&lt;br /&gt;
# Lack of oxygen flow.&lt;br /&gt;
# Direct physical harm to the brain.&lt;br /&gt;
# Toxins in the bloodstream.&lt;br /&gt;
&lt;br /&gt;
Lack of oxygen can be caused by many things - exposure to vacuum, being poisoned with [[Guide to Chemistry|Lexorin]], and so on. The most common cause of it, though, is &#039;&#039;&#039;[[Guide to Medicine#Blood Loss|blood loss]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alternately, even if you&#039;re getting sufficient blood to your brain, and even if it&#039;s chock-full of delicious oxygen, &#039;&#039;&#039;toxins in your blood&#039;&#039;&#039; will still eat through your neurons pretty quickly. Your first line of defense against this is your liver, with your kidneys playing backup, but you&#039;ll still need to clear toxins out of your blood, through whatever means, as fast as possible. See [[Guide to Medicine#Organs|Organs]] and [[Guide to Medicine#Toxins|Toxins]], below, for more information.&lt;br /&gt;
&lt;br /&gt;
And, finally, somebody shooting you in the brain will obviously not be a good thing for your brain integrity, either. Protect your noggin, or end up as a pink splatter on the walls.&lt;br /&gt;
&lt;br /&gt;
=== Blood Loss ===&lt;br /&gt;
&lt;br /&gt;
==== Blood Oxygenation ====&lt;br /&gt;
Blood loss, insufficient oxygenation of the blood, and lack of circulation are among the most common threats to patients&#039; brains aboard the Aurora. &lt;br /&gt;
&lt;br /&gt;
Mechanically, what ultimately matters is your level of &#039;&#039;&#039;blood oxygenation&#039;&#039;&#039;. This is a numerical value, ranging from 0% to 100%, determined by:&lt;br /&gt;
&lt;br /&gt;
* Blood volume: Restore blood with [[Guide_to_Medicine#IV_Drip|IV drips]].&lt;br /&gt;
* Access to oxygen: Make sure they have breathable air (check if their internals are empty!). [[Chemistry|Dexalin (Plus)]] is also very helpful.&lt;br /&gt;
* Lungs and heart: A damaged heart is especially dangerous. [[Surgery]], [[Guide_to_Medicine#Cryo_cell|Cryotubes]], and [[Chemistry|Peridaxon]] all directly heal organs.&lt;br /&gt;
&lt;br /&gt;
Below &#039;&#039;&#039;85% blood oxygenation&#039;&#039;&#039; your brain will start taking damage and it&#039;ll take damage faster and faster as oxygen becomes less and less available. Below 40%, it starts taking extra damage.&lt;br /&gt;
&lt;br /&gt;
==== Pulse ====&lt;br /&gt;
If your blood oxygenation drops, your pulse rate will increase to compensate for it.&lt;br /&gt;
* Above &#039;&#039;&#039;150 BPM&#039;&#039;&#039;, it will start damaging your heart.&lt;br /&gt;
* Above &#039;&#039;&#039;250 BPM&#039;&#039;&#039;, the patient can and will enter cardiac arrest.&lt;br /&gt;
&lt;br /&gt;
To lower the pulse, use [[Chemistry|Inaprovaline]] and/or [[Chemistry|Perconol/Mortaphenyl/Oxycomorphine]] to alleviate pain.&lt;br /&gt;
&lt;br /&gt;
==== Blood Flow ====&lt;br /&gt;
If your heart doesn&#039;t beat, there is no blood flow. Blood flow is also reduced if heart is damaged, and can lead to low oxygenation even with full oxygen and blood volume.&lt;br /&gt;
&lt;br /&gt;
=== Cardiac Arrest ===&lt;br /&gt;
Sometimes the heart just can&#039;t take it anymore and stops. Being in extreme pain will also skyrocket your pulse and can cause the heart to stop. This is indicated by a flatline on your medHUD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If someone is in cardiac arrest, they are priority number one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are ever in doubt what to do, put the patient into a [[Guide_to_Medicine#Stasis_Bag|stasis bag]]. You can scan them with your health analyzer and inject them with a syringe even if the bag is closed.&lt;br /&gt;
* First, make sure the heart won&#039;t stop again. Was it caused by pain? Administer painkillers, a stimulant, and apply [[Guide_to_Medicine#CPR|CPR]].&lt;br /&gt;
* It could&#039;ve been caused by low blood volume - hypovolemic shock. Get some blood into them with [[Guide_to_Medicine#IV_Drip|IV drips]] and restart the heart with some [[Guide_to_Medicine#CPR|CPR]].&lt;br /&gt;
* Was it caused by severe heart damage? You can see this if their blood oxygenation is dangerously low. Put them into a stasis bag or cryo tube, tell the Doctor that the patient needs instant surgery, then bring them in.&lt;br /&gt;
* It could&#039;ve been caused by a lack of oxygen sending the heart into an abnormal rhythm. Restart the heart with [[Guide_to_Medicine#CPR|CPR]]. If they have air, that&#039;s it. Otherwise, administer Inaprovaline to stabilize their pulse.&lt;br /&gt;
* If you are non-medical, the patient is in surgery, or you just can&#039;t get a doctor, administer [[Guide_to_Medicine#CPR|CPR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] medical HUD will allow you to assess a patient&#039;s basic status from a glance. the HUD will show a &amp;quot;pulse line&amp;quot; of your patient. This is not a true indicator of health, but of their heart rate. &lt;br /&gt;
&lt;br /&gt;
*a patient with a green line, and a steady pulse line has a healthy beats per minute (BPM)&lt;br /&gt;
*a patient with yellow, more &amp;quot;hurried&amp;quot; line has a heightened BPM, this means their heart is beating rapidly, they may be in pain, and might warrant a look&lt;br /&gt;
*a patient with a red and more &amp;quot;muted&amp;quot; line has a weak heart rate. this may warrant immediate action. &lt;br /&gt;
*a patient with a flat, flashing red line is in what is called asystole, or &amp;quot;flat line&amp;quot;. this is bad&lt;br /&gt;
*a patient with a black line has no heart activity at all, they are either dead or lack a heart, such as IPC. &lt;br /&gt;
&lt;br /&gt;
Patients who are in a critical state, or you suspect have internal injuries such as victims of gunshot wounds, should be considered a priority over &amp;quot;walking wounded&amp;quot;. a person dies when their brain dies, which usually happens when their brain is starved of oxygen. people low on blood, weak heart beat, or respiration are at a greater risk of dying than someone with a broken leg. so work your way down. treating critical first, and saving those who can wait for last. &lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
&lt;br /&gt;
Beyond simply using the tools available to you, there are a variety of medical procedures that you can perform on your patients in order to help heal them.&lt;br /&gt;
&lt;br /&gt;
=== CPR ===&lt;br /&gt;
&lt;br /&gt;
If a patient&#039;s heart has stopped, there&#039;s no blood flow going to the brain. This can quickly result in brain death, and obviously should be corrected as quickly as possible, as mentioned above. However, if, for some reason, immediate resuscitation is not possible, CPR is a good way to extend a patient&#039;s life. Every time you perform CPR on a patient, it counts as one breath if their lungs are properly working, it circulates blood a little no matter what state heart is in, and with some luck, you might be able to restart their heart. Don&#039;t be afraid to crack some ribs while you&#039;re at it, remember, if they died with ribs intact, you didn&#039;t try hard enough!&lt;br /&gt;
&lt;br /&gt;
CPR consists of two parts - the chest compressions to kickstart the heart and the mouth to mouth resuscitation to give them air. To perform CPR on a patient, they must be in cardiac arrest, and for the mouth-to-mouth part, neither of you can be wearing a mask or other mouth covering. &#039;&#039;&#039;Click on the patient with an empty hand in to perform CPR.&#039;&#039;&#039; This requires both of you to remain still for a short period. This can be repeated as many times as necessary until treatment can be administered.&lt;br /&gt;
&lt;br /&gt;
=== Blood Transfusion ===&lt;br /&gt;
&lt;br /&gt;
If a patient has lost a large amount of blood, they will require a blood transfusion to allow for full circulation and prevent further brain damage.&lt;br /&gt;
&lt;br /&gt;
* Prepare an [[File:IVdrip.png‎‎|20px]] [[#IV drip|IV drip]] with a [[File:Bloodbag.png‎‎|20px]] blood bag containing an appropriate blood type (see below). If available, you should use Nanoblood, that is more efficient and does not care for blood types. You can order it in Cargo or have Chemist make some from plain blood.&lt;br /&gt;
* Ensure that the IV drip is in Inject mode.&lt;br /&gt;
* Attach the IV drip to the patient.&lt;br /&gt;
* Monitor the patient&#039;s blood circulation via health analyzer.&lt;br /&gt;
&lt;br /&gt;
* If an IV drip is not available, injecting the patient with blood from a syringe is workable, if a slow and cumbersome, option, as is administering blood pills.&lt;br /&gt;
* Iron and nutriment both speed up the patient&#039;s natural recovery of lost blood.&lt;br /&gt;
&lt;br /&gt;
==== Blood Compatibility ====&lt;br /&gt;
It&#039;s important to use right type, so [[#Blood Rejection|bad things]] won&#039;t happen.&lt;br /&gt;
Blood between two different species is never compatible, even if it shares the same color. The pre-loaded blood bags in the Treatment Center storage closet contain a special kind of O-negative which can be given to any patient regardless of species without fear of rejection, but donated blood should be reserved for members of the same species.&lt;br /&gt;
&lt;br /&gt;
If there is no O-negative blood available, and no precise blood type match as an alternative, look for a replacement by these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;A and B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Blood Compatibility Chart&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Receiver&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Donor&lt;br /&gt;
|-&lt;br /&gt;
!O-&lt;br /&gt;
!O+&lt;br /&gt;
!B-&lt;br /&gt;
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|&#039;&#039;&#039;A-&#039;&#039;&#039;&lt;br /&gt;
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|}&lt;br /&gt;
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&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Antivirals (Deltamavir, Diphenhydramine, etc) to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (diluting the antibodies in water will work).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Triage and You: The Handbook==&lt;br /&gt;
&amp;lt;small&amp;gt;A large, comprehensive guide on how triage works with our current medical facility. &amp;lt;i&amp;gt;Authored by Juani#1784 and Synnono#2558.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In compliance with NanoTrasen employee healthcare provisions, and due to the increasing stress on the Medical Department&#039;s facilities, a renovation of the Medical Bay was approved last year. The objective of this renovation is to improve the Medical Bay&#039;s capacity to treat patients, as well as to make that treatment more efficient. New policy has been implemented with the new design, and medical staff are expected to work according to the guidelines outlined in this document. In addition to the renovations, the medbay is introducing a triage system to quickly identify patients with urgent medical needs. New patients will be classified as having a &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; triage level, depending on their condition when processed. The major changes to the department are as follows:&lt;br /&gt;
*Centralized Triage Area (CTA): This room, equipped with two cutting-edge body scanners, will become the pillar of the Medical Bay. Located right next to the entrance, patients will be diagnosed here and assigned a color-coded triage level. Beds are available for patients awaiting treatment, organized by this triage level. Once assigned, patients will be redirected to one of the following areas:&lt;br /&gt;
*Intensive Care Unit (ICU): This room, intended for patients of triage level &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt;, is equipped with all basic life support measures currently available. All supplies in this area must always be kept fully stocked. This room has one fixed and two mobile treatment beds, three refrigerated closets for stabilization equipment, a supply of blood packs and medication, one cryo-treatment tube and three IV drips. The area is signified by the color red and the ICU signs.&lt;br /&gt;
*Emergency Surgery Pre-Operatory Room: Intented for patients of triage level &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or higher. Located in a straight line from the ICU, this area is designed to stabilize critical patients, and is equipped with the equipment necessary to do so. The area has two mobile treatment beds, two IV drips and one cold storage container for blood packs. The area is signified by the color red.&lt;br /&gt;
*Regular Surgery Pre-Operatory Room: Intended for patients of level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. Its entrance is located at the west end of the CTA, and connected through a hallway to a waiting room. Patients will be instructed to wait for an assigned surgeon to call them into the Operating Theatre here. The area is equipped with personal storage lockers and a changing room for the safekeeping of patient belongings. The area is signified by the color blue.&lt;br /&gt;
*General Treatment Room (GTR): Intended for patients of triage level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. The purpose of this room is for the general treatment of diseases or injuries that are not urgent or do not require of life-stabilization measures. The area is equipped with two fixed treatment beds, two cryo-treatment tubes, one sleeper unit with dialysis capability, and one IV drip. The area is signified by the color yellow and the GTR signs.&lt;br /&gt;
&lt;br /&gt;
Other sections of the Medical Bay have not changed, or do not follow a strict procedure for triage. Please be aware of the following information, as it pertains to the new medical layout:&lt;br /&gt;
*The Chemistry laboratory no longer connects directly to a publicly accessible area. For the purpose of easy access by the staff of the station, remote-control buttons have been installed at the reception desk and at the Chemistry desk. To access the desk, crew requiring access will need to get permission from the reception staff to access the consultation wing hallway.&lt;br /&gt;
*The temporary morgue no longer uses morgue trays. Medical staff are asked to keep the temporary morgue as clear as possible, and store cadavers in the permanent morgue on the medical sub-level as soon as possible.&lt;br /&gt;
*A pneumatic Medi-Express system has been installed, to allow for quick delivery of medicine to various areas of the medbay. The hub for this system is located east of the Chemistry Laboratory. To use the system, simply place the items to be delivered inside the bin labeled with the desired destination, and engage the pump. It will be delivered shortly, if the pneumatic tank is full. The Medi-Express system can deliver items to the Lobby, Main Storage and Surgery Wing.&lt;br /&gt;
*Windows have been installed in the Operating Theatres. These windows are equipped with an electrically-activated opacity system, toggled by a switch in each Operating Theatre. Usage of this system is mandatory during all surgical prcedures to preserve patient privacy.&lt;br /&gt;
*Noticeboards have been installed in the Surgery Wing for each Operating Theatre, for posting scans of any patients about to enter treatment.&lt;br /&gt;
*Access to the medical bay will generally be restricted to medical staff and patients awaiting or receiving treatment. Patients in long-term recovery are allowed to receive no more than one visitor at a time. This restriction does not apply to security detainees, who may be accompanied at all times by up to three security officers. Visitors may be instructed to wait at the waiting room located at the entrance of the Medical Bay. The ultimate authority in regards to these restrictions will be the Chief Medical Officer (and their superiors), who may modify them as they see fit. Charges of trespassing may be applied to visitors who violate this policy. Visitors who obstruct care to patients in violation of this policy may be held liable for resulting harm or loss of life. Please clarify any concerns with your facility&#039;s Head of Security.&lt;br /&gt;
Yours,&amp;lt;br&amp;gt;&lt;br /&gt;
Yehtlas Mualt-Quaat, Chief Medical Director.&amp;lt;br&amp;gt;&lt;br /&gt;
NanoTrasen Corporation.&lt;br /&gt;
&lt;br /&gt;
[[File:Triage_guide.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red descriptions on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039;: Heals 4 brute per wound. Stops bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow descriptions on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be &#039;husked&#039;. Treatment for burn damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039;: Heals 4 burn per wound. Disinfects wounds.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u and causes people to drop items they may be holding.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green descriptions on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which removes toxins in the blood stream.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue descriptions on the health analyzer, normally caused by suffocation, low blood levels, heart damage, lung damage, and - more commonly - sprinting around with asthma. Treatment for hypoxia on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;CPR&#039;&#039;&#039;: Time to put those first aid courses to use! As long as you and your patient aren&#039;t wearing anything that covers the face you&#039;ll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.&lt;br /&gt;
* [[Guide to Chemistry#Painkillers.2FStabilizers|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which forces blood oxygenation up to 50%.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which forces blood oxygenation up to 80%. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 6 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by radiation, slime digestion, coming out of a stasis bag, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for genetic damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. The mostly deadly form of organ damage is [[#Brain|brain damage]], which leads to death at 100 damage instead of 30. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Oculine&#039;&#039;&#039;]]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Apidemcina&#039;&#039;&#039;]]: A green medicine which heals heart damage based on the user&#039;s nutrient level. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
[[File:Bloodchart.jpg|256px|right]]&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Blood loss also results in losing lots of nutrition. Symptoms of blood loss can be found below:&lt;br /&gt;
*&#039;&#039;&#039;89% of original blood volume/501u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;LOW BLOOD&amp;lt;/span&amp;gt;&#039;&#039;&#039; - This is probably the first thing you&#039;ll see if you analyze someone.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels dizzy&#039;&#039;&#039; - They will state vocally that they feel dizzy/faint.&lt;br /&gt;
**&#039;&#039;&#039;Patient rapidly becomes hungry&#039;&#039;&#039; - Low blood generates hunger. Oddly enough, the nutrition used doesn&#039;t correlate to the amount of blood regenerated.&lt;br /&gt;
*&#039;&#039;&#039;60% of original blood volume/336u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CRITICAL BLOOD LEVELS&amp;lt;/span&amp;gt;&#039;&#039;&#039; - Hard to miss text telling you to get going or the patient will soon meet their demise.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels extremely dizzy&#039;&#039;&#039; - Emphasis on &#039;&#039;extremely&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Patient has trouble seeing&#039;&#039;&#039; - Cloudy vision and having a hard time keeping their eyes open.&lt;br /&gt;
**&#039;&#039;&#039;Patient is unconscious&#039;&#039;&#039; - Not enough blood to keep them conscious, which means they can&#039;t tell you about their peril.&lt;br /&gt;
**&#039;&#039;&#039;Increasing oxygen damage&#039;&#039;&#039; - Determined with the analyzer, but the prompt above will probably tell you that before you read their damage.&lt;br /&gt;
**&#039;&#039;&#039;Pale skin&#039;&#039;&#039; - As a result of high oxygen damage, determined by examining with a grab.&lt;br /&gt;
*&#039;&#039;&#039;40% of original blood volume/224u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Aggressive oxygen damage&#039;&#039;&#039; - At this point, the oxyloss will start escalating quickly.&lt;br /&gt;
**&#039;&#039;&#039;Increasing toxin damage&#039;&#039;&#039; - Assuming the patient survives to this point without dying, toxins will begin to manifest.&lt;br /&gt;
*&#039;&#039;&#039;21% of original blood volume/122u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Huge spike in toxins&#039;&#039;&#039; - Like, 300 damage or so.&lt;br /&gt;
**&#039;&#039;&#039;Death.&#039;&#039;&#039;&lt;br /&gt;
Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.---&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 8 brute damage per wound.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
====[[File:IVDrip.png|64px]]IV Drips====&lt;br /&gt;
Speaking of IVs and blood bags, you should probably know how to use them, since blood loss sucks so bad, it&#039;s also bad by extension to not know the primary method of treating it. IVs are just objects you can pull around that transfer reagents from a container - preferably blood bags - into a patient&#039;s bloodstream via needle. This can be accomplished by clickdragging the IV onto the patient to hook them up. Here are a few features of the IV, most accessed via right-click context menu:&lt;br /&gt;
*Injects and draws blood. The drawing mode will ping once the patient reaches 90% blood volume.&lt;br /&gt;
*Transfer rate can be adjusted between 0.001 and 4 units per second, important for IB cases.&lt;br /&gt;
*Fits reagent containers, and is not actually limited to blood bags, good for keeping someone sustained on a medicine.&lt;br /&gt;
Additionally, blood bags can have their displayed type determined by using a pen on the bag.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;t treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Anti_Microbials|Thetamycin]] and monitoring. L3 infections require far more. Regardless, immediately pairing with Dylovene and Tricordrazine to accompany the high toxins is a good idea. The following will go over further necessary treatments:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately.&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]].&lt;br /&gt;
**If the brain or heart is necrotic, the patient will need to be constantly supervised and treated to prevent death.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter, a fracture can be mended rather quickly.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
===Mycosis===&lt;br /&gt;
Unsterilized K&#039;ois happens to be a rather tasty snack... if you&#039;re a Vaurca, anyway. If you&#039;re any other race, you&#039;re going to have a &#039;&#039;&#039;really bad time&#039;&#039;&#039;. Aside from containing phoron, K&#039;ois (excluding K&#039;ois bars found in unhacked vendors) can cause a myriad of problems which can all be summed up as &#039;&#039;&#039;Mycosis&#039;&#039;&#039;, a term used to describe fungal infection. Early stages of K&#039;ois infection involve pain and coughing blood. Stage 2 brings about respiratory issues. Stage 3 involves feelings of something squirming inside, as well as phoron and K&#039;ois paste beginning to fill the patient&#039;s lungs, dealing large toxins. Fungal spore emission begins at Stage 4 which will embed and grow more K&#039;ois, spreading to anyone who doesn&#039;t have their own internal atmosphere setup.&lt;br /&gt;
&lt;br /&gt;
Treatment for K&#039;ois infection is dangerous for both you and the patient. You must wear internals - a sterile mask or gas mask on its own &#039;&#039;&#039;will not work&#039;&#039;&#039; - in order to avoid breathing in spores and infecting yourself. Once you&#039;ve ensured your internals are running, begin the [[Surgery#Organ_Removal.2FTransplantation|K&#039;ois removal procedure]] and treat the remaining toxins and blood loss. If the patient is already at Stage 4, it is &#039;&#039;&#039;top priority&#039;&#039;&#039; that they be kept isolated from everyone else, otherwise the fungus will spread to others and make everything worse.&lt;br /&gt;
&lt;br /&gt;
===Brain Trauma===&lt;br /&gt;
Not to be confused with [[Guide to Medicine#Organ|brain damage]] which involves gibbering and running into airlocks, trauma is persistent with the patient regardless of the organ health of the brain, and must be corrected by certain means. Some therapies, including the traumas they treat, are:&lt;br /&gt;
*&#039;&#039;&#039;Hypnosis&#039;&#039;&#039; - Directional disorientation, phobias, traumatic narcolepsy, monophobia, and inordinate pacifism.&lt;br /&gt;
*&#039;&#039;&#039;Crystal Therapy&#039;&#039;&#039; - Reduced mouth coordination, reduced brain activity, communication disorder, tourettes, weak motor signals, fits/muscle spasms/extreme discoordination, and language center trauma.&lt;br /&gt;
*&#039;&#039;&#039;Isolation&#039;&#039;&#039; - Imaginary friend(s), schizophrenia, and conflicting neuroimaging reports.&lt;br /&gt;
*&#039;&#039;&#039;[[Guide to Chemistry#Psychiatric_Medication|Drug Therapy]]&#039;&#039;&#039; - This section will go over which drugs treat certain traumas.&lt;br /&gt;
**&#039;&#039;&#039;Nicotine&#039;&#039;&#039; - Phobias and weak motor signals.&lt;br /&gt;
**&#039;&#039;&#039;Corophenidate&#039;&#039;&#039; - Phobias, imaginary friend, and schizophrenia.&lt;br /&gt;
**&#039;&#039;&#039;Parvosil&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Minaphobin&#039;&#039;&#039; - Phobias and monophobia.&lt;br /&gt;
**&#039;&#039;&#039;Emoxanyl&#039;&#039;&#039; - Phobias and concussion.&lt;br /&gt;
**&#039;&#039;&#039;Orastabin&#039;&#039;&#039; - Phobias, monophobia, and reduced mouth coordination.&lt;br /&gt;
**&#039;&#039;&#039;Neurostabin&#039;&#039;&#039; - Weak motor signals, imaginary friend, and conflicting neuroimaging reports.&lt;br /&gt;
**&#039;&#039;&#039;Neurapan&#039;&#039;&#039; - Monophobia, weak motor signals, imaginary friend, schizophrenia, conflicting neuroimaging reports, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Nerospectan&#039;&#039;&#039; - Monophobia, imaginary friend, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Cataleptinol&#039;&#039;&#039; - Reduced brain activity, occipital lobe trauma, cerebral paralysis, aphasia, and colorblindness.&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Trisyndicotin&#039;&#039;&#039; - Inordinate pacifism.---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Internal_Organ_Repair|Surgical Therapy]]&#039;&#039;&#039; - Concussion, occipital lobe trauma, cerebral paralysis, aphasia, and bluespace attunement.&lt;br /&gt;
&lt;br /&gt;
===Mental Trauma and Policy===&lt;br /&gt;
* All characters with a [[Medical_Doctor|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Healthanalyzer.png|64px]]Health Analyzer==&lt;br /&gt;
Probably the number one go-to tool in diagnostics (up there with the HUD and body scanner) is the health analyzer, a pocket-sized device that you can use on a patient to assess their health. Health bar showed up? Analyzer. Someone says they don&#039;t feel well? Analyzer. Below is an example of what you would see on a slightly injured patient. Keep in mind, the basic analyzer won&#039;t show you the numbers, but only a description of their current state. Science can make an advanced analyzer, which will show precise readings.&lt;br /&gt;
&lt;br /&gt;
[[File:HealthScanResults.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==[[File:Bscanner.gif]][[File:Bscanner_console.gif]]The Body Scanner==&lt;br /&gt;
Essentially a stationary and much bigger health analyzer. This section will cover what the screen will look like and what you can derive from it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Overall Health&lt;br /&gt;
----&lt;br /&gt;
John Doe =&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Conscious&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br&amp;gt;&lt;br /&gt;
Health: 100&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Resp. Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Toxin Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Severity: 0&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Radiation Lvl: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0 Rads&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Genetic Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Brain Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Paralysis Lvl: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 310.005 K (~35 C)&amp;lt;br&amp;gt;&lt;br /&gt;
Viral Status: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Not Detected&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Blood Status&lt;br /&gt;
----&lt;br /&gt;
Blood Level: 100% (560u)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Inaprovaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Soporific: 0 units(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Bicaridine: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dermaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dexalin: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Other: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Body Status&lt;br /&gt;
----&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Dmg: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Dmg: 20&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Information: Is ruptured.&lt;br /&gt;
----&lt;br /&gt;
Actions&amp;lt;br&amp;gt;&lt;br /&gt;
[Print Report]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, this provides much more information, probably the most sought after info being anything below the &#039;&#039;&#039;Body Status&#039;&#039;&#039; heading.&lt;br /&gt;
*&#039;&#039;&#039;Overall Health&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Name&#039;&#039;&#039;: Just the name of the patient and their current state. Conscious, unconscious, dead.&lt;br /&gt;
**&#039;&#039;&#039;Species&#039;&#039;&#039;: The species of the patient. See [[Guide to Medicine#Races|below]] for how each race reacts differently to treatments.&lt;br /&gt;
**&#039;&#039;&#039;Health&#039;&#039;&#039;: The real overall health of the patient. 100 is perfect health, -100 is dead.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Damage&#039;&#039;&#039;: The four main types of damage that can be pulled from a health analyzer.&lt;br /&gt;
**&#039;&#039;&#039;Radiation Level&#039;&#039;&#039;: How many rads the patient has soaked. See [[Guide to Medicine#Radiation|Radiation Damage]] above.&lt;br /&gt;
**&#039;&#039;&#039;Genetic Damage&#039;&#039;&#039;: How much the patient&#039;s skin is falling off.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Brain Damage&#039;&#039;&#039;: How much organ damage has been dealt to the brain.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Paralysis Level&#039;&#039;&#039;: How much time is left until the patient wakes up/can move.&lt;br /&gt;
**&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: Temperature measured in Kelvin and estimated in Celsius.&lt;br /&gt;
**&#039;&#039;&#039;Viral Status&#039;&#039;&#039;: Tells whether or not a pathogen has been detected.&lt;br /&gt;
*&#039;&#039;&#039;Blood Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: How much blood the patient has.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Reagent&#039;&#039;&#039;: How much of a certain reagent there is in the blood stream. &#039;&#039;&#039;Other&#039;&#039;&#039; is pretty much anything that isn&#039;t already on the list, which can represent either good or bad reagents.&lt;br /&gt;
*&#039;&#039;&#039;Body Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Organ&#039;&#039;&#039;: Tells how much burn and brute damage an organ/limb has, as well as information about it if applicable.&lt;br /&gt;
*&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Print Report&#039;&#039;&#039;: Will print out a page of what you already saw on screen. Best done when the patient has fractures or organ damage. Printed reports that are no longer being used should be placed in the filing cabinet behind the reception desk.&lt;br /&gt;
&lt;br /&gt;
==Other Tools==&lt;br /&gt;
Some other fancy but somewhat niche tools to diagnose issues within a patient are as follows.&lt;br /&gt;
&lt;br /&gt;
===[[File:Breathanalyzer.png|64px]]Breath Analyzer===&lt;br /&gt;
The breath analyzer is capable of ascertaining the status of a patient&#039;s lungs, and whether or not they have alcohol in their blood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Sample Results:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Subject oxygen levels nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Subject lung health nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Alcohol Content: 0 &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;&#039;&#039;&#039;[NORMAL]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Not much info, but it&#039;ll do:&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Levels&#039;&#039;&#039;: This will quickly inform you if someone&#039;s oxygenation is pretty bad. Values above 25 oxy damage will be marked as abnormal.&lt;br /&gt;
*&#039;&#039;&#039;Lung Health&#039;&#039;&#039;: Quick way to determine lung damage. Even one damage is enough to tell you that there&#039;s a problem. 10 damage and up indicates a rupture.&lt;br /&gt;
*&#039;&#039;&#039;BAC&#039;&#039;&#039;: How much alcohol has made its way into the blood, usually from drinking alcoholic drinks. Unless there&#039;s heavy intoxication (0.12 and higher) or something more severe, it&#039;s probably fine to ignore this.&lt;br /&gt;
&lt;br /&gt;
===[[File:Stethoscope.png|64px]]Stethoscope===&lt;br /&gt;
The stethoscope is rather ancient but it is still a valuable tool to have, as it&#039;s capable of diagnosing problems with hearts and lungs. Aiming at the chest and clicking the patient with a stethoscope in hand will tell you about their heart and lungs. The stethoscope can also be attached to your jumpsuit.&lt;br /&gt;
*&#039;&#039;&#039;Heart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Weak/odd heartbeat&#039;&#039;&#039; - Heart damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No heartbeat&#039;&#039;&#039; - The patient is dead, or they have a synthetic heart. [[Changeling|Or they&#039;re just joking around.]]&lt;br /&gt;
*&#039;&#039;&#039;Lungs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wheezing/gurgling&#039;&#039;&#039; - Lung damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No breathing&#039;&#039;&#039; - They are dead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Penlight.png|64px]]Penlight===&lt;br /&gt;
The penlight is yet another tool capable of diagnosing organs, this time the eyes. Aiming at the eyes and clicking the patient with a penlight in hand will tell you about their eyes.&lt;br /&gt;
*&#039;&#039;&#039;Their eyes narrow&#039;&#039;&#039; - Patient&#039;s eyes are fine and functioning normally.&lt;br /&gt;
*&#039;&#039;&#039;Visible damage&#039;&#039;&#039; - Self explanatory.&lt;br /&gt;
*&#039;&#039;&#039;Slow reaction&#039;&#039;&#039; - Blurry vision.&lt;br /&gt;
*&#039;&#039;&#039;Delay between both eyes&#039;&#039;&#039; - Brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Pinpointed pupils&#039;&#039;&#039; - Opiates.&lt;br /&gt;
*&#039;&#039;&#039;Dilated pupils&#039;&#039;&#039; - Other non-beneficial drugs.&lt;br /&gt;
*&#039;&#039;&#039;Glowing&#039;&#039;&#039; - Patient has a mutation.&lt;br /&gt;
*&#039;&#039;&#039;No reaction&#039;&#039;&#039; - The patient is dead or their eyes are damaged beyond function.&lt;br /&gt;
&lt;br /&gt;
===Grabbing and Examining===&lt;br /&gt;
If you have nothing else, then your eyes can give you a rough idea of how a patient is doing. If not your eyes, then your hands when you grab a patient.&lt;br /&gt;
*&#039;&#039;&#039;Examining&#039;&#039;&#039; - Examining is simply done by shift clicking the patient, or using the right-click context menu and clicking Examine.&lt;br /&gt;
**&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bleeding cut on limb&#039;&#039;&#039; - They&#039;re obviously bleeding from the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Blood soaking under clothing&#039;&#039;&#039; - They are bleeding under the clothing in question. For uniforms this can mean their upper or lower body.&lt;br /&gt;
**&#039;&#039;&#039;Brute Damage&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bruise&#039;&#039;&#039; - Patient was attacked with a blunt object. Ranges from tiny to monumental.&lt;br /&gt;
***&#039;&#039;&#039;Cut&#039;&#039;&#039; - Patient was attacked with a sharp object. Ranges from scabs to massive flesh wounds. High chance of bleeding.&lt;br /&gt;
***&#039;&#039;&#039;Puncture&#039;&#039;&#039; - Patient was likely shot. Ranges from punctures to gaping holes. High chance of bleeding.&lt;br /&gt;
**&#039;&#039;&#039;Burn Damage&#039;&#039;&#039; - Patient was burned, either from fire/freezing temperatures or electrocution. Ranges from skins to carbonized limbs.&lt;br /&gt;
*&#039;&#039;&#039;Grabbing&#039;&#039;&#039; - Grab examines are done by grabbing someone and clicking on them with the grab in hand on help intent. You do not need to let go and grab again when switching which limb to examine.&lt;br /&gt;
**&#039;&#039;&#039;Wounds&#039;&#039;&#039; - Will inform you of any burns and bruises on the target limb. See above.&lt;br /&gt;
**&#039;&#039;&#039;Bones&#039;&#039;&#039; - Will inform you if the patient&#039;s limb is broken or not.&lt;br /&gt;
**&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Unhealthy Discoloration&#039;&#039;&#039; - Patient has high toxins.&lt;br /&gt;
***&#039;&#039;&#039;Unusually Pale&#039;&#039;&#039; - Patient has moderate hypoxia.&lt;br /&gt;
***&#039;&#039;&#039;Decaying Limb&#039;&#039;&#039; - Patient&#039;s limb is necrotic.&lt;br /&gt;
&lt;br /&gt;
=Common Treatments=&lt;br /&gt;
So we&#039;re past the quick guides and diagnostics, now it&#039;s time to elaborate on how medicine works inside the patient. The [[Guide to Chemistry]] may be a good page to visit to get a good idea of what each particular medicine can do.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syringes.png|64px]]Injections===&lt;br /&gt;
This is the most common, quickest, and effective way to administer treatments to patients, involving medicine being injected straight into the bloodstream to be metabolized immediately at full effect. Injecting the patient is usually left unhindered unless they are wearing armor devoid of an injection port, something that voidsuits and hardsuits possess. Generally when you read about the effects of medicine, it&#039;s implied that those are the results you will get if you inject it into the patient. &#039;&#039;&#039;Note:&#039;&#039;&#039; Syringes spawn with a cap which keeps them uninfected. Using the same syringe over and over will increase the risk of infection and will pass viruses from one patient to the other. Use new ones! &#039;&#039;&#039;Hyposprays&#039;&#039;&#039; can be found in the medical doctor lockers in the medical sub-level. They act like syringes without the risk of causing infection upon re-use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pillbottle.png|64px]]Pills===&lt;br /&gt;
Pills are the second most common way to administer medicines, which are taken orally and metabolize at half effect in comparison to injection. Pills are mostly used for low-priority treatments or prescriptions, and are best &amp;lt;s&amp;gt;shoved down the victim&#039;s throat whether they like it or not&amp;lt;/s&amp;gt; given to the patient along with instruction to swallow it. A patient wearing anything that covers the mouth will obviously be unable to take pills, making them unideal for patients in EVA gear.&lt;br /&gt;
&lt;br /&gt;
===[[File:Autoinhaler.png|64px]]Inhalation===&lt;br /&gt;
Inhalers are a recent addition to the medical side of Aurora, and medicines from inhalers are obviously inhaled into the lungs. All medicines - save for a few such as Dexalin - are 3/4 as effective as injecting when inhaled, which is a quarter above pills at least. Autoinhalers found in aid kits come with 5u of Dexalin, but the contents can be removed/replaced by using a syringe on the inhaler. Non-expendable variants can be found in the CMO&#039;s office and in chemistry equipment lockers, along with small 15u cartridges that can be filled with whatever.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png|64px]]Topical Applications===&lt;br /&gt;
This mostly applies to bandages and ointment, kits and equipment that you can use on a patient from the get-go. While we do not have medicinal patches, we do have trauma and burn kits for basic wound treatment, as well as for sealing bleeding and disinfecting wounds.&lt;br /&gt;
&lt;br /&gt;
=Your Organs!=&lt;br /&gt;
All organs (the ones that were coded in anyway) serve some purpose, but it all boils down to &amp;quot;keep the brain alive&amp;quot;. This section will describe what everything does and what may manifest if the organ in question is damaged. It should be noted that organs may be damaged if their respective limb/body part has fractures. All organs can be repaired with [[Guide to Chemistry#Advanced_Treatments|Peridaxon]] and [[Surgery#Internal_Organ_Repair|surgical organ repair]] (sans the [[#Appendix|appendix]]), though certain medicines target specific organs.&lt;br /&gt;
&lt;br /&gt;
==Brain==&lt;br /&gt;
The most important organ of all, it&#039;s the one that keeps you conscious, let alone interact with anything at all! So long as your brain is alive, you are alive.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Allows you to control your character and keeps you alive. If it dies, you die.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Running into airlocks, [[#Brain Trauma|brain traumas]], sharp head pain.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Impedrezine, [[#Lungs|Lung failure,]] [[#Heart|heart failure]]&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Alkysine]], restoring bloodflow and supply via treating the [[#Heart|heart]], restoring blood oxygenization via treating the [[#Lungs|lungs]]. These are the primary cause of brain death. Keep the Heart and Lungs working.&lt;br /&gt;
&lt;br /&gt;
==Eyes==&lt;br /&gt;
Lets you see and examine stuff.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides sight to the user.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Blurry vision, no vision, sharp head pain, damaged/unresponsive pupils upon examination with a pen light.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Welding without protection, phoron exposure, getting your eyes screwdriver&#039;d or squished.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Oculine]]&lt;br /&gt;
&lt;br /&gt;
==Heart==&lt;br /&gt;
The organ that keeps your blood flowing steady, allowing oxygen to distribute effectively. If this begins to fail, you&#039;ll start experiencing brain death. Keep it alive.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Keeps blood flowing, and regenerates lost blood.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, blood loss, sharp chest pain, weak or high pulse rate upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Shock from injury, High pulse rate causing it to stop, lung injury, general organ attacks, certain brain traumas.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Specialist_Treatments|Adipemcina]], [[Surgery#Internal_Organ_Repair|organ Surgery]], CPR to restart the heart&lt;br /&gt;
* Adrenaline is very potent for restarting the heart but requires a flow of Oxygen in the blood. When applying Adrenaline to a crisis patient, be sure to check their respiration.&lt;br /&gt;
&lt;br /&gt;
==Lungs==&lt;br /&gt;
Lets you breathe! What do you breathe? That depends, but hopefully it&#039;s oxygen. Damage increases the amount of pressure of oxygen needed to sustain optimal oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides oxygen to the blood stream.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, gasping, sharp chest pain, weak respiration upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Lack of oxygen, over/under pressurized atmosphere, phoron exposure, general organ damage.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]], [[Surgery#Internal_Organ_Repair|organ Surgery]], emergency reinflation via pen (In case of collapsed lung)&lt;br /&gt;
&lt;br /&gt;
==Kidneys==&lt;br /&gt;
Filters your blood! &amp;lt;s&amp;gt;Actually it does nothing, it&#039;s incredibly niche.&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Toxin damage if you &amp;lt;s&amp;gt;drink&amp;lt;/s&amp;gt; &#039;&#039;&#039;inject&#039;&#039;&#039; coffee into your bloodstream. That&#039;s it. That&#039;s how niche this is.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Liver==&lt;br /&gt;
The biggest line of defense against poisons.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Reduces intoxication, prevents other organs from taking damage as long as it&#039;s still working.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Vomiting, other organs taking damage from general toxins.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; High level of toxin damage, heavy alcoholic consumption.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Dylovene]] (at 10 liver damage and below)&lt;br /&gt;
&lt;br /&gt;
==Appendix==&lt;br /&gt;
This serves no function other than to get sick and make you miserable.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Pain, inflammation&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Appendicitis.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Surgery#Organ_Removal.2FTransplantation|Surgical removal]].&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
Some races react a bit differently to medicine so it&#039;s important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.&lt;br /&gt;
&lt;br /&gt;
===[[Background summary#Humanity|Human]]===&lt;br /&gt;
*Normal brute damage.&lt;br /&gt;
*Normal burn damage.&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Normal brute damage.&lt;br /&gt;
*Normal burn damage.&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Slightly lower brute damage.&lt;br /&gt;
*Normal burn damage.&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*All Alcohol (Ethanol) is toxic.&lt;br /&gt;
*Can drink Butanol as an Alcohol (Ethanol) substitute.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
*Slightly higher brute damage.&lt;br /&gt;
*Normal burn damage.&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Less stamina and running speed, but faster stamina recovery.&lt;br /&gt;
*Damage from falling is halved.&lt;br /&gt;
&lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
*Slightly higher brute damage.&lt;br /&gt;
*Normal burn damage.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running speed, but more stamina.&lt;br /&gt;
*Resistant to cold.&lt;br /&gt;
*Tolerant to alcohol.&lt;br /&gt;
&lt;br /&gt;
====M&#039;sai====&lt;br /&gt;
*Significantly higher brute damage.&lt;br /&gt;
*Normal burn damage.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Faster running speed, but less stamina.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
*Normal brute damage.&lt;br /&gt;
*Normal burn damage.&lt;br /&gt;
*Primitive Form: Diona Nymph&lt;br /&gt;
*Regenerates health and nutriment when in light or in radiation.&lt;br /&gt;
*Most reagents have little to no effect on a Diona.&lt;br /&gt;
**Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
**[[Guide to Chemistry#Standard_Treatments|Hyronalin]] deals toxins.&lt;br /&gt;
**[[Guide to Chemistry#Specialist_Treatments|Arithrazine]] deals major toxins.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Immune to infections.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Resistant to electrocution.&lt;br /&gt;
*Resistant to high temperatures.&lt;br /&gt;
*Breaks into nymphs upon death.&lt;br /&gt;
*Very slow movement speed.&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]] Worker===&lt;br /&gt;
*Significantly lower brute damage.&lt;br /&gt;
*Significantly higher burn damage.&lt;br /&gt;
*Significantly higher toxin damage.&lt;br /&gt;
*Significantly lower Oxygen damage.&lt;br /&gt;
*Significantly lower Radiation damage.&lt;br /&gt;
*Primitive Form: V&#039;krexi&lt;br /&gt;
*Breathes phoron.&lt;br /&gt;
*Possesses two hearts.&lt;br /&gt;
*Has an implant that stores phoron.&lt;br /&gt;
*Have other robotic implants.&lt;br /&gt;
*Has their own private Hivechat channel.&lt;br /&gt;
*Most surgeries require using the surgical drill instead of a scalpel.&lt;br /&gt;
*Can safely eat non-sterile K&#039;ois.&lt;br /&gt;
*Normal food deals toxins.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Resistant to alcohol.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running and less stamina recovery, but more stamina.&lt;br /&gt;
&lt;br /&gt;
====Vaurca Warrior====&lt;br /&gt;
*Significantly lower brute damage.&lt;br /&gt;
*Slightly higher burn damage.&lt;br /&gt;
*Normal Oxygen damage.&lt;br /&gt;
*Significantly lower radiation damage.&lt;br /&gt;
*Normal walking speed.&lt;br /&gt;
*Faster running and more stamina.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Common Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A medical HUD can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] A bottle of Dylovene and Inaprovaline, as well as an empty bottle/beaker to mix the two into Tricordrazine in your belt. Additionally, if a [[Chemist]] is available, Bicaridine, KeloDerm/Dermaline, and Dexalin Plus are all important medicines to have.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A health analyzer for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of latex or nitrile gloves to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.&lt;br /&gt;
*[[File:WWebbing.png]] Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery. These should probably go into the filing cabinet behind reception.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Soporific&lt;br /&gt;
**Perconol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cryogenics===&lt;br /&gt;
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient! It can also halt bleeding (including internal) and halt the symptoms/damage of infection.&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Set Up====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room, which is the room past the south-most door in the GTR. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BluespaceBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u as opposed to its non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:Noreact.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Combatinhaler.png]]&#039;&#039;&#039;Combat Inhaler&#039;&#039;&#039;: An inhaler capable of dumping all of the contents of a cartridge into the patient&#039;s lungs. Use with care!&lt;br /&gt;
*[[File:Inhalercart.png]]&#039;&#039;&#039;Large Inhaler Cartridge&#039;&#039;&#039;: 30u cartridge for inhalers. Double the capacity of the small cartridges that show up in chemistry.&lt;br /&gt;
*[[File:InhalerBS.png]]&#039;&#039;&#039;Bluespace Inhaler Cartridge&#039;&#039;&#039;: 60u cartridge, bigger is better &#039;&#039;obviously.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Cargo&#039;s a bit down the hall but here&#039;s some medical stuff:&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:TrailingMechanics&amp;diff=17407</id>
		<title>Template:TrailingMechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:TrailingMechanics&amp;diff=17407"/>
		<updated>2020-11-19T14:03:05Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#6666ff;&#039; align=&#039;center&#039; &lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Note:&#039;&#039;&#039; This page or section of it is following Mechanics. &#039;&#039;&#039;Do not&#039;&#039;&#039; edit this page unless the changes are reflected in the code aswell. [[Template:TrailingMechanics|Click here for Details]]&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is added to pages where a substantial part of the content is based on IC mechanics. (i.e. Cooking, Chemistry, Regulations).&lt;br /&gt;
Do not edit this page unless the changes are also reflected in the game or the change is to ensure the wiki matches the game mechanics.&lt;br /&gt;
Do not add new content to this page or edit existing content that is not present in the game.&lt;br /&gt;
&lt;br /&gt;
Contact the Head Developers in case of Questions regarding this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=17406</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=17406"/>
		<updated>2020-11-19T14:00:39Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Adds the Template:TrailingMechanics at the top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The station&#039;s assigned Captain has full and final authority over the operation of the station. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Internal Affairs Agents may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Internal Affairs Agents may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or station. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any station rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Guide to Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel. Littering may also fall under this.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
| Janitors found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To steal or use deliberate deception in order to obtain credits from someone. Applies to amounts greater than 500 credits. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a station account for personal gain. Tricking someone into entrusting large amounts of money to another under false pretenses.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the station, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with or rendered inoperable.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag is typically visible to an onlooker. &lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable. These accomplices do not need to be retagged (if synthetic) or implanted.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039; If Izweski or Jargon Federation citizens have a Do Not Borgify order in their records, &#039;&#039;&#039;their punishment becomes holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:TrailingMechanics&amp;diff=17405</id>
		<title>Template:TrailingMechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:TrailingMechanics&amp;diff=17405"/>
		<updated>2020-11-19T13:57:40Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Created page with &amp;quot;{| width=&amp;#039;95%&amp;#039; height=&amp;#039;60&amp;#039; style=&amp;#039;background-color:#6666ff;&amp;#039; align=&amp;#039;center&amp;#039;  |align=&amp;#039;center&amp;#039;|&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; This page or section of it is following Mechanics. &amp;#039;&amp;#039;&amp;#039;Do not&amp;#039;&amp;#039;&amp;#039; edit t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#6666ff;&#039; align=&#039;center&#039; &lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Note:&#039;&#039;&#039; This page or section of it is following Mechanics. &#039;&#039;&#039;Do not&#039;&#039;&#039; edit this page unless the changes are reflected in the code aswell. [[Template:TrailingMechanics|Click here for Details]]&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is added to pages where a substantial part of the content is based on IC mechanics. (i.e. Cooking, Chemistry, Regulations).&lt;br /&gt;
Do not edit this page unless the changes are also reflected in the game.&lt;br /&gt;
&lt;br /&gt;
Contact the Head Developers in case of Questions regarding this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=17404</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=17404"/>
		<updated>2020-11-19T13:43:08Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Updates wiki with changes from PR #10582&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The station&#039;s assigned Captain has full and final authority over the operation of the station. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Internal Affairs Agents may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Internal Affairs Agents may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or station. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any station rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Guide to Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel. Littering may also fall under this.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
| Janitors found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To steal or use deliberate deception in order to obtain credits from someone. Applies to amounts greater than 500 credits. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a station account for personal gain. Tricking someone into entrusting large amounts of money to another under false pretenses.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the station, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with or rendered inoperable.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag is typically visible to an onlooker. &lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable. These accomplices do not need to be retagged (if synthetic) or implanted.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039; If Izweski or Jargon Federation citizens have a Do Not Borgify order in their records, &#039;&#039;&#039;their punishment becomes holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=14673</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=14673"/>
		<updated>2020-05-08T20:54:57Z</updated>

		<summary type="html">&lt;p&gt;Arrow768: Updated the Lexorin Recipe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Chada1}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; there are some compounds that can only be found through trial and error. These are &#039;&#039;&#039;secret chems&#039;&#039;&#039; with recipes not held in the source code.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|64px|left]]The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser|Dispenser section]]&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Chemmaster.gif|64px|left]]The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the ChemMaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them. &lt;br /&gt;
*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear on top of the machine.&lt;br /&gt;
*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear on top in a big messy pile&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|64px|left]]The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the ChemMaster to work with. It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for. Note that it will not break compounds back down into elements, nothing can do that.&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge.gif|64px|left]]A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it. It will only accept pills, pill bottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorized medical staff to take things out, so anything you place there is safe from the grubby hands of drug-seeking assistants.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|64px|left]][[File:Beaker.png|64px]] Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab.  Large beakers are much less common, you only have three -  Two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|64px|left]]Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|64px|left]]Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|64px|left]]The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the ChemMaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|64px|left]]The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|64px|left]]The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&lt;br /&gt;
&lt;br /&gt;
=Infographic and Information=&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|left|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
A basic Chem infographic will be provided here, it is recommended to keep it on hand for new players; but beware, it only has the basic necessities of Chemistry, for advanced chems you will have to read further. &#039;&#039;Note: Spaceacillin has been split into multiple [[Guide_to_Chemistry#Anti_Microbials|microbials]]. Thetamycin, Deltamivir, and Diphenhydramine. Other than that, this infographic is still up to date.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Status Effects==&lt;br /&gt;
Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Chemicals=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Aluminum&lt;br /&gt;
|Description = A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Carbon&lt;br /&gt;
|Description = A highly stable element, the building block of life. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Absorbs all other chemicals when swallowed, and carries them out safely.&lt;br /&gt;
*When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit). &lt;br /&gt;
|Notes = *This is the only method to remove ingested toxins from a patient&#039;s stomach.&lt;br /&gt;
*Has no effect if injected, will not clean the blood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Acetone&lt;br /&gt;
|Description = A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Solvent &lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.4 seconds.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective.&lt;br /&gt;
*Can act as a solvent for ink.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Copper&lt;br /&gt;
|Description = A highly ductile metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ethanol&lt;br /&gt;
|Description = A well-known alcohol with a variety of applications. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
*When injected causes 1 toxin damage every 0.8 seconds.&lt;br /&gt;
*When ingested causes drunkenness very quickly in low doses.  &lt;br /&gt;
*Can act as a solvent for ink. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ammonia&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners.&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.8 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrazine&lt;br /&gt;
|Description = A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
**Deals 1 toxin damage per 4.4 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Iron&lt;br /&gt;
|Description = Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower. &lt;br /&gt;
**Eating food rich in iron also helps combat blood loss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Lithium&lt;br /&gt;
|Description = A soft, silver metallic element. A chemical element, used as antidepressant.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning occasionally. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Mercury&lt;br /&gt;
|Description = A highly neurotoxic metallic element, which is liquid at room temperature. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning. &lt;br /&gt;
*Causes 1 point of brain damage per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrochloric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Causes 2 burn damage per 0.4 seconds when injected. &lt;br /&gt;
*Causes 1 point of burn damage per unit when splashed.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phosphorus&lt;br /&gt;
|Description = A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Potassium&lt;br /&gt;
|Description = A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Radium&lt;br /&gt;
|Description = Radium is an alkaline earth metal, and is extremely radioactive. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*May increase the chances to cure a disease when injected into a virus carrier. &lt;br /&gt;
**Injecting Radium has a chance to do the following:&lt;br /&gt;
***Deals 50% radiation.&lt;br /&gt;
***Deals 100 toxin damage.&lt;br /&gt;
*Injecting into a Diona does the following:&lt;br /&gt;
**Heals 10 brute damage.&lt;br /&gt;
**Heals 10 burn damage.&lt;br /&gt;
**Heals 10 Toxin damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Deals 10 burn damage every 0.4 seconds when injected or swallowed.&lt;br /&gt;
**When splashed on someone it causes 1 point of damage per unit.&lt;br /&gt;
***Melts faces, disfiguring the victim.&lt;br /&gt;
***Melts masks.&lt;br /&gt;
***Melts glasses, except acid proof ones.&lt;br /&gt;
****Wearing science goggles will halve the damage, they are acid proof.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silicon&lt;br /&gt;
|Description = A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sodium&lt;br /&gt;
|Description = A chemical element, readily reacts with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sugar&lt;br /&gt;
|Description = The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|Type = Carbohydrate&lt;br /&gt;
|Effects = *When ingested it provides 3 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Tungsten&lt;br /&gt;
|Description = A chemical element, and a strong oxidising agent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Water&lt;br /&gt;
|Description = A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Gold&lt;br /&gt;
|Description = Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silver&lt;br /&gt;
|Description = A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Uranium&lt;br /&gt;
|Description = A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phoron&lt;br /&gt;
|Description = Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Fuel&lt;br /&gt;
|Description = Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Milk&lt;br /&gt;
|Description = White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Toxin&lt;br /&gt;
|Description = A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Capsaicin Oil&lt;br /&gt;
|Description = This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Corn Oil&lt;br /&gt;
|Description = An oil derived from various types of corn. Grow corn and grind it up.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines..&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Dexalin&lt;br /&gt;
|Formula=2 parts Acetone, 0.1 units Phoron. &lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description = Used in the treatment of oxygen deprivation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 15 suffocation damage per unit.&lt;br /&gt;
*Deals toxin damage to Vox.&lt;br /&gt;
*Removes Lexorin from the bloodstream. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Kelotane&lt;br /&gt;
|Formula=1 part Carbon, 1 part Silicon&lt;br /&gt;
|Metabolism=0.1&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Treats burn damage effectively, preventing infections and helping speed up healing of burns.&lt;br /&gt;
|Effects=*Heals 6 Burn damage per unit. &lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
|Notes=*Does not works if there is dermaline present in the bloodstream.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Tricordrazine&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Dylovene]], 1 part [[#Painkillers.2FStabilizers|Norepinephrine]]&lt;br /&gt;
|Metabolism=0.05&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak. &lt;br /&gt;
|Effects=*Heals 6 suffocation damage per unit&lt;br /&gt;
*Heals 3 trauma damage per unit&lt;br /&gt;
*Heals 3 burn damage per unit&lt;br /&gt;
*Heals 3 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=N/A&lt;br /&gt;
|Notes=*It is noticeably stronger at higher temperatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Standard Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Ammonia, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain.  &lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit.&lt;br /&gt;
*Acts as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part [[#Painkillers.2FStabilizers|Norepinephrine]]&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous).&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work. &lt;br /&gt;
|Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Water, 1 part Acetone,&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures. Also used to make [[#Advanced Treatments|Clonexadone]].&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
**Heals 10 genetic damage per unit&lt;br /&gt;
**Heals 10 suffocation per unit&lt;br /&gt;
**Heals 10 trauma damage per unit&lt;br /&gt;
**Heals 10 burn damage per unit&lt;br /&gt;
**Heals 10 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Kelotane]], 1 part Acetone, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 12 burn damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffocation damage per unit.&lt;br /&gt;
*Removes Lexorin from the bloodstream.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dylovene&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Potassium, 1 part Ammonia&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 4 toxin damage per unit.&lt;br /&gt;
*Reduces drowsiness by 6 points per unit.&lt;br /&gt;
*Reduces hallucination strength by 2 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 30 radiation per unit.&lt;br /&gt;
*Deals toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Regenerative-Muscular Tissue Supplements&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Norepinephrine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A drug used to treat chronic muscle weakness. Commonly taken by Off-worlders. Commonly abbreviated to &#039;RMT&#039;.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Critical for Off-worlders to live comfortably, if they do not take it, they move much slower.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Advanced Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Atropine&lt;br /&gt;
|Formula=1 part [[#Basic Treatments|Tricordrazine]], 1 part Hydrazine, 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=1&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=Atropine is an emergency stabilizing reagent designed to heal suffocation, blunt trauma, and burns in critical condition. Side effects include toxin increase.&lt;br /&gt;
|Effects=*Heals 2.5 suffocation damage per unit.&lt;br /&gt;
*Heals 1 trauma damage per unit.&lt;br /&gt;
*Heals 1 burn damage per unit.&lt;br /&gt;
*Deals 1 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*Effects are quadrupled when in critical condition (&amp;lt;0% health).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Clonexadone&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Cryoxadone]], 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
*All of the following effects require body temperature to be below 170 kelvin.&lt;br /&gt;
**Heals 30 genetic damage per unit&lt;br /&gt;
**Heals 30 suffocation per unit&lt;br /&gt;
**Heals 30 trauma damage per unit&lt;br /&gt;
**Heals 30 burn damage per unit&lt;br /&gt;
**Heals 30 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Carbon, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces blurriness strength by 2.5 per second.&lt;br /&gt;
*Reduces blindness strength by 2.5 per second.&lt;br /&gt;
*Heals eye-organ damage by 5 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Mannitol&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Alkysine]], 0.1 parts Phoron, 0.1 parts [[#Standard Treatments|Cryoxadone]]&lt;br /&gt;
*Results in 1 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Mannitol is a super strength chemical that heals brain tissue damage and cures dumbness, cerebral blindness, cerebral paralysis, colorblindness, and aphasia. More effective when the patient&#039;s body temperature is less than 170K.&lt;br /&gt;
|Effects=*Heals 10 brain damage per unit.&lt;br /&gt;
*Moderately kills pain.&lt;br /&gt;
*The amount metabolized multiplied by 0.4 equates to a percentage that can cure the following per tick:&lt;br /&gt;
**Dumbness&lt;br /&gt;
**Cerebral Blindness&lt;br /&gt;
**Cerebral Paralysis&lt;br /&gt;
**Colorblindness&lt;br /&gt;
**Aphasia&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*The chance to cure the above traumas is quadrupled plus an additional 5% if the patient&#039;s body has been chilled below 170 Kelvin, preferably via cryogenics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Bicaridine]], 1 part [[#Advanced Treatments|Clonexadone]], 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 1 point of damage to each internal organ per unit.&lt;br /&gt;
**Can repair ruptured lungs.&lt;br /&gt;
**Does not affect mechanical/artificial organs.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Pneumalin&lt;br /&gt;
|Formula = 1 part [[#Anti Microbials|Cough Syrup]], 1 part Copper, 1 part [[#Specialist Treatments|Pulmodeiectionem]]&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A chemical that, when inhaled, restores tearing and bruising of the lungs. Overdosing can lower a patient&#039;s pulse to dangerous levels.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 1.5 point of damage to the lungs per unit.&lt;br /&gt;
**Heals 1 suffocation damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes a dangerous drop in a person&#039;s pulse&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part CarpoToxin, 1 part [[#Poisons|Cryptobiolin]], 1 part Copper&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 20 genetic damage per unit.&lt;br /&gt;
*Heals 2 suffocation damage per unit.&lt;br /&gt;
*Heals 20 trauma damage per unit.&lt;br /&gt;
*Heals 20 burn damage per unit.&lt;br /&gt;
*Heals 20 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Dizziness. (strength 5.)&lt;br /&gt;
*Causes Jittering. (strength 5.)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialist Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Adipemcina&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Dylovene]], 1 part Lithium, 1 part Potassium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A medicine that fixes the heart in particular, though not emotionally.&lt;br /&gt;
|Effects = *Heals heart damage.&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
*Induces vomiting.&lt;br /&gt;
*Causes liver damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Hyronalin]], 1 part Hydrazine &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &lt;br /&gt;
|Effects = *Heals 70% radiation per unit.&lt;br /&gt;
*Heals 10 toxin damage per unit.&lt;br /&gt;
*Deals approx 2.4 brute damage per unit.&lt;br /&gt;
*Deals severe toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Calomel&lt;br /&gt;
|Formula=1 part Mercury, 1 part Sodium Chloride, 1 part Ammonia&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism= 0.1&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=A highly toxic medicine that quickly purges most chemicals from the bloodstream. Overdose causes bloodloss and more toxin buildup, however works twice as fast.&lt;br /&gt;
|Effects=*Purges 4u of other reagents per unit.&lt;br /&gt;
*Deals 1 toxin damage per unit.&lt;br /&gt;
**Deals an additional 0.5 toxin damage per unit of reagent purged.&lt;br /&gt;
|OverdoseEffect=*Supposedly removes 2u of blood per unit.&lt;br /&gt;
*Purges reagents twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part [[#Standard Treatments|Dylovene]], 1 part Carbon&lt;br /&gt;
|Metabolism = 0.06&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures Dizziness&lt;br /&gt;
*Instantly cures Drowsiness&lt;br /&gt;
*Instantly cures Stuttering&lt;br /&gt;
*Instantly cures Confusion&lt;br /&gt;
*Removes 5 units of ethanol from the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ipecac&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple emetic. Induces vomiting in the patient, emptying stomach contents.&lt;br /&gt;
|Effects = &lt;br /&gt;
*When ingested:&lt;br /&gt;
**Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.&lt;br /&gt;
**Gives the patient messages about feeling ill, nauseous, etc.&lt;br /&gt;
*When injected:&lt;br /&gt;
**Deals 2 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Copper, 5 units Phoron (Catalyst)&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Brings the patient&#039;s body temperature close towards 310 kelvin (36.85 Celsius).&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Leporazine&#039;s effects are constant as long as it&#039;s metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula =  1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Removes 10 points of nutrition from the patient per unit, making them more hungry.&lt;br /&gt;
*Instantly clears bloated status from overeating.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Pulmodeiectionem&lt;br /&gt;
|Formula=1 part Calomel, 1 part [[#Poisons|Lexorin]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=10&lt;br /&gt;
|Description=A powdery chemical that damages the mucus lining in the the main broncus and the trachea, allowing particles to easily escape the lungs. Only works when inhaled. May cause long term damage to the lungs, and oxygen deprevation.&lt;br /&gt;
|Effects=*Purges 5u of other reagents in the lungs per unit.&lt;br /&gt;
*Deals 2 oxy damage per unit.&lt;br /&gt;
*Deals 0.2 damage to (organic) lungs per unit.&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part [[#Specialist Treatments|Arithrazine]], 1 part Carbon&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnormalities via a catalytic process. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures all mutations in the patient.&lt;br /&gt;
*Instantly cures genetic disabilities in the patient.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = &lt;br /&gt;
*All of Ryetalyn&#039;s effects occur instantly with even the tiniest dose; one unit is enough.&lt;br /&gt;
*Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Anti Microbials==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections. A detailed guide to Bacterial Infections can be found [[Guide_to_Medicine#Infections|here]].&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Deltamivir&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Tricordrazine]]&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An interferon-delta type III antiviral agent.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Side Effects:&lt;br /&gt;
**Based on dosage, the patient will feel sore, drowsy or cold, as well as have a fever.&lt;br /&gt;
&lt;br /&gt;
*Viral Pathogen:&lt;br /&gt;
**Effects at 5u dosage.&lt;br /&gt;
***Prevents the patient from spreading their viruses to others.&lt;br /&gt;
***Prevents the patient from being infected by viruses.&lt;br /&gt;
***Cures stage-1 viruses very quickly.&lt;br /&gt;
***Masks symptoms of viruses of stage 2 or higher and stops them from getting worse. It also prevents the body from developing natural immunity, however.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Thetamycin&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.4&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A theta-lactam antibiotic, effective against wound and organ bacterial infections.&lt;br /&gt;
|Effects = Cures wound infections.&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of Thetamycin&#039;s effects (except overdose toxins) are based on how much of the medicine is in the patient&#039;s bloodstream or stomach, NOT how much has actually been metabolized. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.&lt;br /&gt;
*Bacterial Infection:&lt;br /&gt;
**Effects at &amp;lt;5u dosage&lt;br /&gt;
***None.&lt;br /&gt;
**Effects at &amp;gt;=5u dosage&lt;br /&gt;
***Instantly cures germs below infection level 1.&lt;br /&gt;
***Heals infections between level 1 and level 2, at a rate of 3 germ units per second.&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ unit per second.&lt;br /&gt;
&lt;br /&gt;
*Side Effects:&lt;br /&gt;
** Can cause the patient to vomit. The probability depends on the dosage.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cough Syrup&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Ammonia, 1 part Water&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical that is used as a cough suppressant in low doses.&lt;br /&gt;
|Effects = Suppresses coughing.&lt;br /&gt;
**Functions as a mild painkiller.&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Hallucinations, brain damage, stronger painkiller, vomiting, twitching, drowsiness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Diphenhydramine&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Norepinephrine]]&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical that is used as a cough suppressant in low doses.&lt;br /&gt;
|Effects = Helps with sneezing.&lt;br /&gt;
**Causes drowsiness in larger doses. The probability depends on dosage.&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]], 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&lt;br /&gt;
|Effects = *When sprayed on a patient:&lt;br /&gt;
**Sets the main germ level of the patient&#039;s body to zero.&lt;br /&gt;
**Cleans blood off of the patient&#039;s clothes and skin.&lt;br /&gt;
*When sprayed on a surface or object:&lt;br /&gt;
**Cleans blood off the object, leaving no traces for forensics.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Sterilizine works on contact, it is not for injecting or ingesting.&lt;br /&gt;
*Does NOT sterilize wounds. &lt;br /&gt;
*Does not affect the germ level of wounds, body parts, or internal organs.&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Painkillers/Stabilizers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilize them.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Norepinephrine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Carbon, 1 part Sugar &lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Norepinephrine is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status. &lt;br /&gt;
*Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.&lt;br /&gt;
*Acts as a mild painkiller, Strength 25.&lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 25.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Norepinephrine, 1 part Ethanol, 1 part Acetone&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol; 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Sedatives==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Sedatives put people to sleep. Useful for surgery when anaesthetic gas won&#039;t work, for dealing with troublesome patients who won&#039;t sit still, and in dire situations, for self defense.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&lt;br /&gt;
|Effects = *Once only, immediately upon injecting:&lt;br /&gt;
**Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).&lt;br /&gt;
**Causes Drowsyness at strength 2.&lt;br /&gt;
*At &amp;lt;2u dosage.&lt;br /&gt;
**Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).&lt;br /&gt;
**Causes blurred vision, at strength 10.&lt;br /&gt;
*At &amp;gt;1u dosage, the patient suffers 1 point of toxin damage per unit.&lt;br /&gt;
*At &amp;gt;=2u dosage, causes sleep, strength 30.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds. &lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 65 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&lt;br /&gt;
|Effects = *At &amp;lt;1u dose.&lt;br /&gt;
**Causes yawning every 8 seconds on average.&lt;br /&gt;
*At &amp;lt;1.5u dose.&lt;br /&gt;
**Causes blurred vision, Strength 10.&lt;br /&gt;
*At &amp;lt;5u dose.&lt;br /&gt;
**Causes Weakening, Strength 2.&lt;br /&gt;
**Causes drowsiness, Strength 20.&lt;br /&gt;
*At &amp;gt;=5u dose.&lt;br /&gt;
**Causes Sleep, strength 20.&lt;br /&gt;
**Causes Drowsiness, strength 60.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.&lt;br /&gt;
*Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that&#039;s temporary and isn&#039;t safe for surgery.&lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 45 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Psychiatric Medication==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Compounds to alter the patient&#039;s mental state and to treat certain traumas. A quick reference can be found [[Guide to Medicine#Brain_Trauma|here]], otherwise each compound below will explain what traumas are treated and what certain withdrawal symptoms may arise.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Duloxetine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Silicon, 1 part Ethanol&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias and concussions. A rare side effect is hallucinations. Withdrawl effects are common.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Concussions&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Concussion&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Escitalopram&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Carbon&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Expensive, safe and very effective at treating basic phobias as well as advanced phobias like monophobia. A common side effect is drowsiness, and a rare side effect is hallucinations. Withdrawl effects are uncommon.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Fluvoxamine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Iron, 1 part Potassium&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Safe and effective at treating basic phobias, as well as schizophrenia and muscle weakness at higher doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Muscle weakness&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part [[#Narcotics|MindBreaker Toxin]], 1 part Hydrazine&lt;br /&gt;
*Results 2 units&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An AHDH treatment drug that treats basic distractions such as phobias and hallucinations at moderate doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Olanzapine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Silicon&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.004&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A high-strength, expensive antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. The medication metabolizes quickly, and withdrawl is dangerous.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Imaginary friend&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|MindBreaker Toxin]], 1 part Ammonia, 1 part Copper&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias while also preventing the body from overheating. Side effects are rare, and include hallucinations. Withdrawl effects are frequent and unsafe.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Paxazide&lt;br /&gt;
|Formula=1 part [[#Psychiatric_Medication|Truth Serium]], 1 part [[#Psychiatric_Medicine|Sertaline]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A mind altering chemical compound capable of suppressing violent tendencies.&lt;br /&gt;
|Effects=*Inflicts passiveness (locking to help intent, cannot attack with objects).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Risperidone&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Ethanol&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.004&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A potent antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. Withdrawl symptoms are dangerous and almost always occur.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Weak motor signals&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Schizophrenia&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Tourettes&lt;br /&gt;
**Monophobia&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sertraline&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Aluminum, 1 part Potassium&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.004&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Cheap, safe, and effective at treating basic phobias, however it does not last as long as other drugs of it&#039;s class. Withdrawl effects are uncommon. Side effects are rare.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Trisyndicotin&lt;br /&gt;
|Formula = 1 part Truth Serum, 1 part Risperidone, 1 part [[#Narcotics|Space Drugs]]&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A super-strength, expensive antipsychotic medication intended for the use in interigation [sic]. Side effects include undying hatred to NanoTrasen and disrespect for authority.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Inordinate pacifism&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Truth Serum&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Synaptizine, 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = This highly illegal, expensive, military strength truth serum is a must have for secret corporate interrogations. One 50u pill is good for almost 10 minutes of interrogation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Tourettes&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Venlafaxine&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Sodium, 1 part Tungsten&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Effective at treating basic phobias, monophobia, and stuttering. Side effects are uncommon and include hallucinations. Withdrawl effects are common. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Stuttering&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Performance Enhancers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Gives the Speed-boost effect&lt;br /&gt;
**This medicine does not work on Dionaea.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Each unit lasts 67 seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Synaptizine&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients. &lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces Drowsiness strength by 2.5 points per second.&lt;br /&gt;
*Reduces Paralysis strength by 0.5 points per second.&lt;br /&gt;
*Reduces Stunning strength by 0.5 points per second.&lt;br /&gt;
*Reduces Weakening strength by 0.5 points per second.&lt;br /&gt;
*Reduces Hallucination strength by 5 points per second.&lt;br /&gt;
*Removes 2.5 units of Mindbreaker Toxin from the patient&#039;s body per second.&lt;br /&gt;
*Acts as a painkiller, Strength 40.&lt;br /&gt;
*Causes 5 toxin damage to the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Narcotics==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don&#039;t do it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Hydrazine, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &lt;br /&gt;
|Effects = *Causes Hallucinations, strength 100.&lt;br /&gt;
|Notes =*Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Red Nightshade&lt;br /&gt;
|Formula=1 part Psilocybin, 1 part Moonshine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=An illegal chemical enhancer, may cause aggressive and violent behavior.&lt;br /&gt;
|Effects=*Deals 5 toxin damage per unit.&lt;br /&gt;
*Turns screen red.&lt;br /&gt;
*Forces harm intent.&lt;br /&gt;
*Unable to use complex objects (guns, computers, etc.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Space Drugs&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.&lt;br /&gt;
|Effects = *Causes the Druggy effect (Flashing rainbow overlay).&lt;br /&gt;
*Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.&lt;br /&gt;
**This effect does not trigger when the patient is in space, or unable to move.&lt;br /&gt;
*5% chance each proc to emote drooling, giggling, moaning, or twitching.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Poisons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryptobiolin&lt;br /&gt;
|Metabolism  = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizziness.&lt;br /&gt;
|Effects = *Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).&lt;br /&gt;
*Causes Dizziness, Strength 4 (The victim&#039;s screen shakes, makes it harder for them to click things).&lt;br /&gt;
|Notes = *Effects are instant and refreshed while it metabolizes.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Cyanide&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Formula=N/A (Found in apples)&lt;br /&gt;
|Description=A highly toxic chemical.&lt;br /&gt;
|Effects =*Deals 20 oxy damage per unit.&lt;br /&gt;
*Deals 20 toxin damage per unit.&lt;br /&gt;
|Notes=*No longer knocks the patient out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezene&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Acetone, 1 part Sugar&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism  = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Can cause brain damage at a ratio of 3 per unit of compound.&lt;br /&gt;
*Can cause drowsiness. &lt;br /&gt;
*Can cause drooling.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Formula = 1 part Tungston, 1 part Hydrazine, 1 part Ammonia, 5 units Phoron (Catalyst)&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit.&lt;br /&gt;
*Stops breathing&lt;br /&gt;
*Constantly increases oxygen loss.&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralize 3 units of Lexorin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chloride&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.&lt;br /&gt;
|Effects = *No effects when not overdosed&lt;br /&gt;
|OverdoseEffect = *These effects are almost identical to normally injecting Potassium Chloride.&lt;br /&gt;
**Toxins&lt;br /&gt;
**Appears to stop the patient&#039;s heart. Their pulse will read as zero. &lt;br /&gt;
***Does not ACTUALLY stop their heart. The patient will not die from heart failure&lt;br /&gt;
**Deals 2 suffocation damage per unit.&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
|Notes = *Metabolizes very slowly, overdosing a patient would be very hard and time consuming. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chlorophoride&lt;br /&gt;
|Formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them.&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
*Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
**This effect is instant, and constantly refreshed while it&#039;s metabolizing.&lt;br /&gt;
|Notes = *Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Zombie Powder&lt;br /&gt;
|Formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.&lt;br /&gt;
|Effects = *Gives the patient a fake time of death that will show in autopsy reports.&lt;br /&gt;
*Causes 3 suffocation damage per unit.&lt;br /&gt;
*Causes 3 toxin damage per unit.&lt;br /&gt;
*These effects are instant, and persist as long as the poison is metabolizing.&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis).&lt;br /&gt;
**Silences the patient, strength 10.&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Food Related==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. &lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sodium Chloride &lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Sodium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Sodium Chloride, also known as Salt, is often used to season food.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part [[#Advanced Treatments|Clonexadone]]&lt;br /&gt;
|Metabolism = N/A&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Virus Food&lt;br /&gt;
|Formula = 1 part Milk, 1 part Water, 1 part Acetone&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Metabolism  = 0.4&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. &lt;br /&gt;
|Effects = *Effectively increases virus speed by 10.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Can be consumed as food, provides 2 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Experimental Chemicals==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These chemicals are experimental in nature and should only be tested within the research department.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Mutone&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Horticultural|Mutagen]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.8&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A strange green powder with even stranger properties.&lt;br /&gt;
|Effects=*For every five units metabolized, one mutation is granted.&lt;br /&gt;
**There is a 25% chance of a bad mutation, otherwise 75% chance for a &#039;good&#039; mutation.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Phoron Salts&lt;br /&gt;
|Formula=1 part Sodium Chloride (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 678K), 2 parts Phoron (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 73K, &amp;lt; 261K)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.02&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A mysterious molten mixture with strange chemical properties. Incredibly deadly to all lifeforms, especially Vaurca.&lt;br /&gt;
|Effects=*Deals toxins.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*Only stable between 113 and 134 Kelvin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Plexium&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Standard_Treatments|Alkysine]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=1&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A yellow, fowl smelling liquid that seems to affect the brain in strange ways.&lt;br /&gt;
|Effects=*For every five units metabolized, a chance for brain trauma is rolled.&lt;br /&gt;
**There is a 50% chance for a mild, severe, and/or special trauma, provided the patient doesn&#039;t have a trauma relating to each category (i.e. can&#039;t roll a special trauma if the patient already has a special trauma, but they can roll everything else).&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Venenum&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Specialist_Treatments|Ryetalyn]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.03&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A thick tar like liquid that seems to move around on it&#039;s own every now and then. Limited data shows it only works when injected into the bloodstream.&lt;br /&gt;
|Effects=*For every unit metabolized, the patient&#039;s appearance and name will scramble.&lt;br /&gt;
**Once the patient stops metabolizing Venenum (usually when it runs out), they will revert back to their original appearance.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Industrial Compounds=&lt;br /&gt;
Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The intended method of application is listed:&lt;br /&gt;
*Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades&lt;br /&gt;
*Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
*Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cleaning Agents==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Luminol&lt;br /&gt;
|Formula = 2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia&lt;br /&gt;
|Description = A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.&lt;br /&gt;
|Effects = *Causes visible blood on floors to glow a bright blue colour when sprayed on it&lt;br /&gt;
**Will not make blood on objects glow unless a UV light is also used&lt;br /&gt;
*Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible&lt;br /&gt;
**This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect&lt;br /&gt;
**Works with both tiles and objects.&lt;br /&gt;
**Does not work on skin&lt;br /&gt;
|Notes = *A spray bottle of Luminol is found in the detective&#039;s Forensics Kit. He may need a refill.&lt;br /&gt;
*This chemical is designed for use in combination with a UV light. One can be found in the detective&#039;s kit, or they can be made in science.&lt;br /&gt;
*There are presently many bugs with Luminol, but it works as described above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Space Cleaner&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
|Description = A compound used to clean things. But will not fully remove all traces of blood.&lt;br /&gt;
|Effects = *When sprayed on a floor.&lt;br /&gt;
**Cleans the floor tile, removing dirt, gibs and bloodstains.&lt;br /&gt;
**Deals 5-10 toxin damage to slimes on the tile.&lt;br /&gt;
*When sprayed on a person.&lt;br /&gt;
**Cleans their body, and everything they&#039;re wearing.&lt;br /&gt;
*When sprayed on an object.&lt;br /&gt;
**Cleans that object.&lt;br /&gt;
|Notes = *Does not leave any wetness or slippery spots when cleaning.&lt;br /&gt;
*Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.&lt;br /&gt;
*Janitors start with this, many additional spray bottles of it scattered around the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Engineering==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Stuff that often goes ignored by engineering because they don&#039;t need to bother requesting any of it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Acetone, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Cryosurfactant&lt;br /&gt;
|Formula = 1 part Surfactant, 1 part Ice, 1 part Sodium&lt;br /&gt;
Description = Decreases reagent temperature when mixed with water. Mixing with Pyrosilicate creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrazine&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Iron Foam&lt;br /&gt;
|Formula = 3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Description = A strong form of Metal Foam. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Metal Foam&lt;br /&gt;
|Formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|Description = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Monoammoniumphosphate&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Sulphuric Acid, 1 part Sodium, 1 part Phosphorous&lt;br /&gt;
|Description = Commonly found in fire extinguishers, also works as a fertilizer.&lt;br /&gt;
|Effects = Puts out fires, Fertilizes.&lt;br /&gt;
*Starts in Fire Extinguishers across the Station.&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plastic &lt;br /&gt;
|Formula = 10 Polytrinic acid, 20 Plasticide&lt;br /&gt;
|Description = Creates one solid sheet of plastic. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Pyrosilicate&lt;br /&gt;
|Formula = 1 part Silicate, 1 part Hydrazine, 1 part Iron, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Increases reagent temperature when mixed with salt. Mixing with Cryosurfactant creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Silicate&lt;br /&gt;
|Formula = 1 part Aluminum, 1 part Silicon, 1 part Acetone&lt;br /&gt;
|Description = Used to strengthen windows. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Space Lube&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Acetone&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Surfactant&lt;br /&gt;
|Formula =  2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Used in some chemical compounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Water&lt;br /&gt;
|Formula = 1 part Acetone, 2 parts Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Also known as H2O. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Horticultural==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things designed to aid in Botany and Xenobotany.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Diethylamine&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form.&lt;br /&gt;
|Description = A secondary amine, mildly corrosive. A very potent fertilizer.&lt;br /&gt;
|Effects = *Useful as a fertilizer in botany: Strength 1.&lt;br /&gt;
*Useful as a pest killer in botany: Strength 2.	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Application = Contact, Injection&lt;br /&gt;
|Description = A toxic mixture designed to kill plant-life.&lt;br /&gt;
|Effects = *When injected (Metabolism 0.005).&lt;br /&gt;
**Deals 4 toxin damage per unit.&lt;br /&gt;
**Deals an additional 50 damage per unit to Diona.&lt;br /&gt;
*When sprayed/on contact.&lt;br /&gt;
**Deals 50 damage per unit to Diona.&lt;br /&gt;
**Removes mold on walls.&lt;br /&gt;
**Destroys any plants on the tile.&lt;br /&gt;
**Deals 15-35 damage to alien weeds.&lt;br /&gt;
***Damage to alien weeds is not based on the quantity used.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Weapons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Everything in this category is dangerous, and should not be used without approval from security or command, unless you&#039;re an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pulse&lt;br /&gt;
|Formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
|Description = This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an &#039;EMP&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Explosive Reaction&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Water&lt;br /&gt;
|Description = This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|Description = Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Smoke&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|Description = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Acetone&lt;br /&gt;
|Description = Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Arrow768</name></author>
	</entry>
</feed>