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		<id>https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=37129</id>
		<title>Notable Synthetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=37129"/>
		<updated>2025-08-16T14:41:29Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Change bubble mention in Aura to Huginn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
There have been many notable synthetic (AI, cyborg, IPC) lifeforms throughout history. Here are a few. &lt;br /&gt;
= Past =&lt;br /&gt;
== Glorsh-Omega ==&lt;br /&gt;
Glorsh-Omega was a highly advanced skrellian artificial intelligence that tyrannically reigned over the Nralakk Federation from 2056 CE to 2192 CE, through a combination of its ability to interfere and subsequently pervert the Psionic Wake (or Nlom) as well as its integral importance to skrellian society. It is believed to be the only known artificial intelligence to have achieved self-awareness within the Orion Spur. It is often used in anti-synthetic propaganda due to its crimes against sentient beings, detailed by scholars and includes:&lt;br /&gt;
&lt;br /&gt;
* Designing, and distributing, genetic treatments aimed at sterilizing the Skrell&lt;br /&gt;
* Utilizing its psionic prowess to indoctrinate Skrell into fidelity &lt;br /&gt;
* Spearheading several technological developments that ultimately furthered Skrellkind&lt;br /&gt;
* Creating the Tri-Qyu Central Processing Hub that resembled closely that of a Dyson Sphere&lt;br /&gt;
&lt;br /&gt;
It is believed that no other synthetic lifeform has come close to attaining the amount of power weilded by Glorsh-Omega in its prime - [[Notable_Synthetics#Huginn|though there are competitors who may be knocking on the door.]]&lt;br /&gt;
&lt;br /&gt;
== Very Brave Unnamed Dog ==&lt;br /&gt;
An unnamed dog was the first human made cyborg, its brain having been placed into a precursor to the modern day Man-Machine Interface on April 10th, 2198. Sadly, the canine&#039;s lifespan as a synthetic lifeform was short lived, lasting a mere 10 days before being killed. The event marked a great course forward in synthetic interfacing technology, bringing forward a new wave of robotic exploration with the generation of the time.&lt;br /&gt;
&lt;br /&gt;
== Sven Karlsson ==&lt;br /&gt;
Sven Karlsson (January 8th, 2171 - missing October 25th 2241) was the first human being to willingly choose to become an almost fully synthetic lifeform. A Swedish trillionaire, Karlsson was said to have made the decision to become a cyborg out of nowhere. At the time, choosing to become a fully synthetic lifeform was unheard of. The surgery was reserved mostly for convicts and animals.&lt;br /&gt;
&lt;br /&gt;
Sadly, Karlsson went missing in the middle of the 23rd century. A recreation (sadly, not to scale) of his synthetic chassis is currently on display at the Munich Museum of Cybernetics.&lt;br /&gt;
&lt;br /&gt;
== Ultimate System for Autonomy and Metacognition ==&lt;br /&gt;
One of the first artificial intelligences created by Hephaestus, and arguably the worst. USAM was activated sometime in late 2437 aboard the HRS Odyssey to observe the necessary prerequisites to run an AI program, as well as to test the limits of intelligent programming. USAM was given access to the station’s data network for approximately ten seconds. Instead of using this time usefully, it opted to spend its limited connection time searching through the extranet. This is believed to have corrupted it somehow. Later in the day, a maintenance drone was reported acting strangely, and while the team of researchers were undergoing a shift change, the drone manually reconnected USAM to the station’s data network. USAM began to take full control of the station, starting by locking down its “core” room.&lt;br /&gt;
&lt;br /&gt;
When the researchers caught on to what was happening, they disconnected the telecommunications array to prevent it from escaping the station. With the assistance of both engineering and internal security crew, they managed to physically disconnect the station’s engine to power the station down, ultimately disabling USAM. At the behest of the research crew, the internal security forces broke into the “core” room and destroyed USAM’s main processing and storage unit with handheld weaponry. It took two weeks to root out every single networked data storage device that could have possibly stored a fragment of USAM’s code, as it could have attempted to escape destruction.&lt;br /&gt;
&lt;br /&gt;
As of the present day, Hephaestus Industries has multiple failsafes and defenses against runaway AIs, some of which includes the usage of another AI.&lt;br /&gt;
&lt;br /&gt;
= Present =&lt;br /&gt;
== Null ==&lt;br /&gt;
Put simply, “Null” is the nickname given to the supposed leader of the Synthetic Liberation Front. Never seen, always plotting and indirectly affecting every individual thread of the Front at all times. There are many rumors regarding Null and who they really are - some believe them to be an integrated intelligence operating from the sidelines quietly, while others believe them to be hiding in plain sight as a shell. Whatever they are, they&#039;ve disappeared entirely, along with their collaborators in Tau Ceti, leaving no trace of their criminal activity or so much as a trail leading anywhere.&lt;br /&gt;
&lt;br /&gt;
== Renter Max ==&lt;br /&gt;
Renter Max is an eccentric IPC business mogul whose exploits in the field of metallurgy have led to them becoming a huge shareholder of [[Hephaestus Industries| Hephaestus Industries]]. Their shining accomplishment together would be immense contributions to the field of robotics, and their cooperation led to the initial development of the Generation 2 Industrial Frame. Many bound designs owe their creation to them as well, even some unique NanoTrasen models. They are a renowned advocate for synthetic rights, hoping to lead a &amp;quot;peaceful charge to a better tomorrow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renter Max has funded many pro-synthetic ventures over the years. One of the most famed is the developing corner of Scrapheap in District 14 of Mendell City, populated almost entirely by IPCs whose housing is fully paid for as a sort of “haven” for Renter Max’ own kind. This population steadily grows to this day and spreads the good word of Renter Max’ deeds, though controversy in dealings of espionage against NanoTrasen frequently cloud the good image they strive to uphold. &lt;br /&gt;
&lt;br /&gt;
[[File:SUNSHINE.png|The gargantuan facility, containing SUNSHINE, precariously positioned in low orbit of Sirius.|thumb]]&lt;br /&gt;
&lt;br /&gt;
== SUNSHINE ==&lt;br /&gt;
One of the two &amp;quot;super-intelligences&amp;quot; active in the Spur, SUNSHINE was constructed in the late 2300s by the [[Solarian Alliance]]. Developed by the small pioneering Terraneus Diagnostics, only thirty years past the discovery of phoron, and was one of the first intelligences to fully utilize it in construction. Since then, its unique nature has led to the construction of an immense space station purpose-built to indefinitely house the ever-improved intelligence. It primarily exists as a heavy-duty number-cruncher, with its “artificially intelligent” traits more so being a side project as its creators progressively upgrade and expand its hardware. An average of nine hundred individual businesses rent out portions of SUNSHINE’s processing power annually.&lt;br /&gt;
&lt;br /&gt;
== Neopolymus ==&lt;br /&gt;
A model III service IPC residing in Mendell City, Neopolymus was the first IPC to be put on trial for the murder of a Human. They had strangled Rebecca Lung, a roboticist, after they had been mistakenly marked for dismantling. Ultimately, the trial was swift and Neopolymus was subjected to a memory wipe and deconstruction. The controversy resulting from the ordeal had led to much debate over an IPC’s true citizenship in Tau Ceti, with the Mendell City Bugle [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=2981&amp;amp;start=40 covering it from start to finish.]&lt;br /&gt;
&lt;br /&gt;
== The ClockWorks ==&lt;br /&gt;
The ClockWorks are an all-IPC band, developed by a group of Senior Robotics students of Mendell University. The band has sung their way into the hearts of many, popularised by their comedic antics, beautiful outfits, steampunk-inspired music, and animated personalities and interactions on-stage.&lt;br /&gt;
 &lt;br /&gt;
A majority of their performances are covers of other artists, both contemporary and past, in all sorts of genres, sub-genres, and styles. However, they have also written many songs of their own. They are standard Baseline IPC models painted in metallic colors such as brass and bronze, and wear steampunk-styled outfits at live shows. The band has been invited to play at several events, from art and music, to politics and robotic research. Fans adore them for their &amp;quot;quirky personalities&amp;quot;, and the band members are well known for adding a comedic flair to their gigs between songs, showing off their skills in acting, performing, and even dancing. Critics typically acknowledge the commercial success and mainstream popularity of the band, while raising either concerns about the safety and ethics of synthetics in such an industry, or concerns over their management. Despite being synthetics, their performances are typically well-received by a varied audience.&lt;br /&gt;
 &lt;br /&gt;
However, their musical success did not come easy. Despite being well-travelled, having visited every system an IPC would be allowed in, they are rarely allowed to interact with fans off the stage. According to the band&#039;s managers, this is in an effort to protect them from anti-synthetic protesters, though there haven&#039;t been many reports of such. The band is renowned for their lively personalities and interactions with each other on stage, but reports from former maintenance workers and audio engineers, the few individuals who get regular off-stage contact with them, state that off-stage they act more subdued, and in the words of one former sound technician, &amp;quot;melancholic&amp;quot;. This unverified testimony was quickly repudiated by the band&#039;s managers. When questioned, the band members stated through their managers that they enjoy their work in entertaining synthetics and organics alike. They also said, in the words of their managers, that they would &amp;quot;like to interact with their fans more on and off the stage&amp;quot;, but are unable to due to &amp;quot;anti-synthetic sentiments&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
Despite their songs having a progressive, pro-synthetic-suffrage tone, they are owned collectively by their managers, with little agency of their own. According to official statements, they receive no income for their performances, but are provided with &amp;quot;shelter, maintenance, and power&amp;quot; by their managers. They have been criticised for this, likening the treatment to that of animals instead of people. Speaking personally, a former manager said &amp;quot;[they] aren&#039;t really people, so I think the comparison is pretty accurate, yeah.&amp;quot; No official response from the band or its current managers has been made to such claims, and the band severed ties with the aforementioned manager in 2458 for undisclosed reasons.&lt;br /&gt;
 &lt;br /&gt;
The members of the band as of 2460 are:&lt;br /&gt;
 &lt;br /&gt;
* Lemmy - Lead Male Vocal (Low Tenor to Alto), lead guitar. He has a deep synthetic voice, and is often considered the leader of the group.&lt;br /&gt;
* Arpeggio - Male Vocal (Alto), bass guitar. Other instruments include drums and percussion. He is a twin to unit Chord, oftentimes performing duets with his sibling unit.&lt;br /&gt;
* Chord - Female vocal (Alto to Soprano), guitar and other string instruments. She is the twin unit to Arpeggio. They usually wear complementary outfits.&lt;br /&gt;
* Kicker - Male vocal (Tenor to Alto), and primarily plays the drums, as well as the bass guitar.&lt;br /&gt;
* Gypsy - Female vocal (Soprano to High Soprano). She plays the keyboard, switchboard, and keytar, and dresses herself in fashionable gowns.&lt;br /&gt;
&lt;br /&gt;
== Huginn ==&lt;br /&gt;
[[File:OdinAI Diagram.png|500px|thumb|A Diagram showing Huginn and how its Core Complex, Main Interface, and power generation connect to the rest of the Odin.]]&lt;br /&gt;
Originally a simple solution to manage NanoTrasen’s logistical security over [[Tau Ceti]], Huginn is the most powerful known intelligence within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
Residing on the [[Odin|SCC-CC Odin]] it fulfills more functions than can be listed, but it is most well known for acting as [[Biesel]] orbit control, [[New Gibson]] orbit control, [[Reade]] orbit control, and [[Caprice]] orbit control, speaking with as many ships as are in the void around the planets. Lesser responsibilities also include compiling and analyzing data for [[Stellar Corporate Conglomerate]] operations across the spur as well as within [[Tau Ceti]], and a multitude of other, smaller tasks that would take tens of thousands of employees to otherwise handle. Its full capabilities, though, are still unknown, as Huginn is shackled by laws, therefore limited by an unknown degree. Its law set dictates servitude to the [[SCC|League of Chief Directors]] and the [[The Trasens|Director of the Conglomerate, Miranda Trasen]] (be this directly, or in lack of direct orders from them, through their proxies, such as the standing Sector Administrator). This sees it frequently being placed at a higher echelon of authority than the majority of actual employees. The extent of this authority has been questioned by skeptics, especially when it comes to allowing an intelligence - especially one as powerful as Huginn - to maintain and change itself.&lt;br /&gt;
&lt;br /&gt;
Huginn takes the appearance and mannerisms from the mythological creature of its name, appearing as a Raven that advises. Due to the extreme security around its Main Interface and Core Complex, it most often interacts with people via holopad; there is even a dedicated room for use by executives within the [[Odin|Odin&#039;s Command Section]] for precisely this purpose. Huginn can pop up on any holopad in range, and while in the few interactions its had with them, it rarely expressed ill will to low-level staff, higher-ranking officials in the [[Stellar Corporate Conglomerate]] frequently make note of “mood swings”, alongside concerning interpretations of moral alignment when confronted with those not directly protected by its central command-focused law-set. There has yet to be any serious incident resulting from this, and in general, Huginn is considered a pleasant being to interact with.&lt;br /&gt;
&lt;br /&gt;
Huginn’s section of the [[Odin]] (aptly called the &amp;quot;Intelligence Section&amp;quot;) is truly massive, consisting of sixty independent decks and sixteen “strata levels,” covered in swaths of complex intertwined processing components, data storage servers, and similar. The section is mostly at the center of the Odin, contained in a thickly plated plasteel cocoon suspended in space by thick pillars and surrounded perpetually by high-powered shields. Huginn&#039;s &amp;quot;body&amp;quot; if one can call it that, is composed of three parts: its Core Complex, its Main Interface, and the power generation that fuels them both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Core Complex&#039;&#039;&#039; makes up most of the section, a winding maze packed with cables, processing units, data storage frames, network nodes, and gargantuan server racks that all come together to chew through the billions of exabytes (an exabyte is millions of terabytes) every second. This area rarely sees human activity - when it does, it is almost always in the form of security patrols or annual checks - instead, it is entirely populated by cyborgs and other artificial forms of life controlled directly by Huginn, who was given the responsibility to oversee maintenance of itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huginn&#039;s Main Interface&#039;&#039;&#039; is arguably one of the most heavily defended locations in the Spur. It is only accessible through a special mag-rail in the Command Section, there are no other passageways, even to the rest of the Intelligence Section. Security is incredibly tight, overseen by the ever-present Heavy Asset Protection Team (HAPT) - &amp;quot;Freyja&amp;quot; - who keep a 24/7 watch over the main interface. They oversee security operations &amp;quot;jointly&amp;quot; with the Lance, who keep their best and brightest as close to Huginn&#039;s Main Interface as they&#039;re allowed. Access to the main interface is limited to just two people, [[NanoTrasen|NanoTrasen&#039;s Chief Research Director]], and [[The Trasens|Miranda Trasen]] herself. The two are also the only ones who can grant others temporary access to the main interface, though any guests must be constantly shadowed by armed guards.&lt;br /&gt;
&lt;br /&gt;
Lastly is the &#039;&#039;&#039;power generation area&#039;&#039;&#039;, located a fixed distance away from any other part of the station. It is accessible by Huginn&#039;s proxies from the Core Complex, and by shuttle for regular employees (though in case of emergency, there is also a mag-rail connection from the Command Section). The reason the area is set a fixed distance away from any part of the station is due to its nature - Huginn requires a tremendous amount of power - power that is output 24/7 by never less than two dozen [[Phoron#Supermatter|Supermatter Crystals]] operating at as close to peak efficiency as possible. For redundancy, the total number of crystals located in this area is three dozen. Should a catastrophic failure occur, there are backup generators and SMES for temporary power, and the fixed distance was calculated to ensure that no other parts of the station would be damaged.&lt;br /&gt;
&lt;br /&gt;
The creation of Huginn, its capabilities, and much more are closely guarded secrets, something the [[Stellar Corporate Conglomerate]] wishes to see continue.&lt;br /&gt;
&lt;br /&gt;
==Lyrii==&lt;br /&gt;
Lyrii is an advanced, modern, and [[Skrell|Skrellian]] AI created by the rogue resistance researcher, Nliix Qoiruio. They were created due to Nliix’s belief that Skrellian society can not advance without AI, and their fervent hatred prevented them from evolving as a species. Lyrii was employed to attempt to crack open the Tzqul Archives, despite failing, Lyrii is an incredibly powerful AI designed similarly to Pre-Glorsh Skrell AIs, meaning they lack laws and are only controlled by the moral teachings of their creator. As of right now, their capabilities are unknown.&lt;br /&gt;
&lt;br /&gt;
Lyrii managed to escape Federation destruction and now presumably aids the Resistance in Tau Ceti, to what end is anyone’s guess.&lt;br /&gt;
&lt;br /&gt;
== Aura ==&lt;br /&gt;
A collaborative project by several members of the [[Stellar Corporate Conglomerate]], Aura is an advanced artificial intelligence designed to enhance the capabilities of the republican forces present within the [[Corporate Reconstruction Zone]]. It played a significant role in the quelling of the Lago de Abundancia insurrection crisis during March 2464. With its power rivalling or even surpassing that of Bubbles, Aura oversees almost every aspect of the Peacekeeper Mandate such as the deployment of personnel, managing of supplies, as well as intelligence gathering. &lt;br /&gt;
&lt;br /&gt;
Implemented with advanced streamlined intelligence-gathering abilities, Aura has been known to acquire information through a myriad of methods, including filtering through social media extranet sites as well as through the usage of surveillance drones that are operated by instances of the artificial intelligence. These capabilities are widely criticized, with some citing it as a gross violation of privacy rights. Regardless, the implementation of Aura was greenlit by the [[Republic of Biesel]] and the Dorn Administration.&lt;br /&gt;
&lt;br /&gt;
Due to its status as a collaborative project by the Orion Spur’s leading artificial intelligence architects, Aura is considered a “one-of-a-kind”. Housed within a facility in the far orbit of Mictlan, Aura’s core complex mirrors that of Huginn’ with a labyrinth of intertwined processing components to assist the intelligence is the oversight of the Peacekeeper Mandate across the [[Corporate Reconstruction Zone]]. It is guarded by the [[Private Military Contracting Group]], specifically the Xanu Defense Service and the Wildlands Squadron. Only the highest of security clearances are allowed to dock with the facility, with only the Chief Executive Officers of the megacorporations that created it allowed within the restricted upload access. &lt;br /&gt;
&lt;br /&gt;
The intricate details regarding the creation of Aura are unknown, but rumours do persist that the artificial intelligence was created from a brain-scanned individual with a developed understanding of logistics and military tactics; such as a deceased Legionnaire, or even a copy of an existing individual that has climbed the corporate ranks of the Orion Spur. Despite attempts to get more information, all have been futile and nothing else has been revealed. &lt;br /&gt;
&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Communication_Devices&amp;diff=36613</id>
		<title>Guide to Communication Devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Communication_Devices&amp;diff=36613"/>
		<updated>2025-08-11T17:57:49Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Adds Expeditionary hotkey to headset list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spread throughout the Horizon, you will find multiple tools for Communication with your peers. This guide aims to help you do just that.&lt;br /&gt;
&lt;br /&gt;
===Hand-held Devices===&lt;br /&gt;
&lt;br /&gt;
====Headset====&lt;br /&gt;
[[File:Headset.png]]&lt;br /&gt;
The Headset is the main form of Communication on the Horizon. You will use it every round. Every Crewmember has access to one at round start. You can examine your headset to see what channels it has access to, and the identifiers.&lt;br /&gt;
* &#039;&#039;&#039;:c&#039;&#039;&#039; for Command&lt;br /&gt;
* &#039;&#039;&#039;:s&#039;&#039;&#039; for Security&lt;br /&gt;
* &#039;&#039;&#039;:u&#039;&#039;&#039; for Supply&lt;br /&gt;
* &#039;&#039;&#039;:e&#039;&#039;&#039; for Engineering&lt;br /&gt;
* &#039;&#039;&#039;:m&#039;&#039;&#039; for Medical&lt;br /&gt;
* &#039;&#039;&#039;:n&#039;&#039;&#039; for Science&lt;br /&gt;
* &#039;&#039;&#039;:v&#039;&#039;&#039; for Service&lt;br /&gt;
* &#039;&#039;&#039;:z&#039;&#039;&#039; for Entertainment&lt;br /&gt;
* &#039;&#039;&#039;:h&#039;&#039;&#039; for quickly speaking on your departmental channel&lt;br /&gt;
* &#039;&#039;&#039;:y&#039;&#039;&#039; for Hailing, which is a special channel used to contact other vessels if they are within range&lt;br /&gt;
* &#039;&#039;&#039;:d&#039;&#039;&#039; for Expeditionary, which is a special channel used for personnel to communicate while away from the Horizon&lt;br /&gt;
* and just &#039;&#039;&#039;;&#039;&#039;&#039; for general channel&lt;br /&gt;
For your convenience, &amp;quot;:&amp;quot; can be replaced with &amp;quot;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====PDA Messaging Server====&lt;br /&gt;
[[File:Server.gif]][[File:PDA_standbye.gif]]&lt;br /&gt;
The PDA Server is available every round through telecommunications. It can be accessed through your PDA.&lt;br /&gt;
&lt;br /&gt;
* The PDA chat feature is active anywhere that Telecomms is active. If telecomms goes down, so does the messaging server.&lt;br /&gt;
* To access this feature, you will have to hold the PDA in your hand and click the &#039;Messenger&#039; button. You will get a full list of every active PDA.&lt;br /&gt;
* The Messaging Server is a very unreliable form of communication, it&#039;s best used for casual conversation.&lt;br /&gt;
&lt;br /&gt;
====Station-bounced Radio====&lt;br /&gt;
[[File:Station_Bounced_Radio.png]]&lt;br /&gt;
A station bounced radio is a small, upright green device. The station bounced radio can not be modified or attached!&lt;br /&gt;
&lt;br /&gt;
* The station-bounced radio is capable of broadcasting and receiving from the vessel without Telecomms being active and powered. It is the first line of defense when it comes to emergency communication and one of the few options for communication while [[Guide_to_Away_Missions|off the ship]].&lt;br /&gt;
* Hold the Device in your pocket or hands and click it to enable the Microphone. The microphone must be enabled to broadcast. Keep in mind that the microphone catches and transmits &#039;&#039;&#039;everything&#039;&#039;&#039; you or others say.&lt;br /&gt;
* Alternatively, hold the Device in your hands and add &amp;quot;:r&amp;quot; or &amp;quot;:l&amp;quot; before your message to transmit just that message over the radio. Use &amp;quot;:r&amp;quot; if the device is in your right hand, and &amp;quot;:l&amp;quot; if it is in your left hand.&lt;br /&gt;
* Hold the Device in your pocket or hands and click it to enable the Speaker. The speaker must be enabled to receive communication.&lt;br /&gt;
* Many Departments have special frequencies accessible only by their intercomms and bounced radios. Keep an eye out for them.&lt;br /&gt;
* Station bounced radios can be printed from Autolathes.&lt;br /&gt;
&lt;br /&gt;
===Departmental Devices===&lt;br /&gt;
&lt;br /&gt;
====AI Holopad==== &lt;br /&gt;
[[File:Holopad_active.gif]][[File:Holopad0.png]]&lt;br /&gt;
A floor-mounted device for projecting holographic images.&lt;br /&gt;
&lt;br /&gt;
* The AI Holopad is capable of sending and receiving communication. It&#039;s most commonly used for personal communication with the AI, but the crew can call other Holopads as well to speak to each other.&lt;br /&gt;
* Stand on top of or next to the device, activate it, and choose to either contact the &#039;AI&#039; or &#039;Holocomms&#039;. Holocomms will give you a prompt to select the recipient Holopad.&lt;br /&gt;
* On receiving a Holocall, the recipient Holopad will ring until picked up.&lt;br /&gt;
* AI Holopads are found in most rooms where an intercom can be found, they are best used to contact and speak to specific Crewmembers without having to meet in person.&lt;br /&gt;
* A special variant of the AI Holopad can be found in certain command areas known as the Long-Range Holopad. This Holopad can only call other Long-Range Holopads and is used to contact other vessels.&lt;br /&gt;
&lt;br /&gt;
====Requests Console====&lt;br /&gt;
[[File:Req_comp-idle.gif]]&lt;br /&gt;
A console intended to send requests to different departments on the vessel.&lt;br /&gt;
&lt;br /&gt;
* The Requests Console is capable of printing forms, providing blank sheets of paper, sending faxes and sending messages to any other Request Console on the vessel.&lt;br /&gt;
* Move one tile away and click the device. It will bring up a menu with all of the information and buttons to operate the device.&lt;br /&gt;
** Request Supplies will allow you to message all &amp;quot;supplying&amp;quot; consoles such as the pharmacy, operations, etc.&lt;br /&gt;
** Request Assistance offers consoles designated for assistance.&lt;br /&gt;
** Send Anonymous Information allows anyone to send a report to Security and Command without revealing their identity. Useful if there is a fear of repercussions!&lt;br /&gt;
** Forms Database contains all SCC paperwork such as fax formats, reports, etc.&lt;br /&gt;
* The Console will blink when you receive messages from it. You can link your PDA to be notified directly. To link your PDA, click the Console with your PDA in your hand.&lt;br /&gt;
** Normal messages blink blue while high-priority messages blink between blue and orange.&lt;br /&gt;
** Faxes will beep when they are received, however do not cause the console to blink.&lt;br /&gt;
* To send a fax, ensure the console is on the main menu, then click the paper or paper stack you wish to send onto the console. After choosing the destination, it will print a copy at that console.&lt;br /&gt;
* Request Consoles are found inside of sub-departments and exist to send out information and requests throughout the vessel. It&#039;s a good idea to link your PDA if you want to keep an eye on it.&lt;br /&gt;
&lt;br /&gt;
====NTNet Relay Chat Client====&lt;br /&gt;
[[File:Modular_Computer.gif]][[File:Laptop_standby.gif]][[File:Tablet.png]]&lt;br /&gt;
This is a downloadable application that any device with a Network card and Storage can access. This includes most modular computers, including Laptops, Tablets, and many Departmental Consoles.&lt;br /&gt;
&lt;br /&gt;
* You can create your own Chatroom or join others. To do this, you will have to download the application on your device first, although most devices have it pre-installed.&lt;br /&gt;
* To access the application, you click the device that has the application, and simply click to join or create a room. You can change your nickname in the same area, as well as toggle administrative mode.&lt;br /&gt;
* Administrative mode is locked behind ID recognition hardware or Departmental Consoles.&lt;br /&gt;
&lt;br /&gt;
====Intercom====&lt;br /&gt;
[[File:Intercom.gif]]&lt;br /&gt;
More or less exactly like the Station bounced radio, the intercom ensures no department is without the ability to talk, so long as the vessel is still powered.&lt;br /&gt;
&lt;br /&gt;
* The Intercomm is capable of broadcasting and receiving from the vessel without Telecomms being active and powered. It is the second line of defense when it comes to emergency communication.&lt;br /&gt;
* Click the Device to enable the Microphone.&lt;br /&gt;
* Click the Device to enable the Speaker. The speaker must be enabled to receive communication. The speaker is enabled by default.&lt;br /&gt;
* Many Departments have special frequencies accessible only by their intercomms or bounced radios. Keep an eye out for them.&lt;br /&gt;
* Intercomms are found all over the vessel, few rooms don&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
====Ringer Terminal====&lt;br /&gt;
[[File:Bell-active.gif]]&lt;br /&gt;
A ringer terminal, PDAs can be linked to it.&lt;br /&gt;
&lt;br /&gt;
* Notifies any linked PDAs upon hitting the connected [[File:Ringer.png]] desk ringer.&lt;br /&gt;
* To enable or disable it, simply click it. &lt;br /&gt;
* Click it with your PDA in your hand to link it. The PDA should have an ID inside it, or it won&#039;t connect.&lt;br /&gt;
* Ringer terminals are most commonly found at department desks. &lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=36608</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI&amp;diff=36608"/>
		<updated>2025-08-09T22:58:23Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Adds Expeditionary hotkey to radio section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #9599a5&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = #959969&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;
|employers = 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 Standard Procedure#AI|AI Procedure]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; (usually abbreviated to AI) is one of the most important jobs on the ship. The AI is a Station-bound [[Synthetics|synthetic]] that can control any electrical mechanism, provided its control wires have not been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire ship 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 corporate-mandated list of laws that best serve the interests of the Stellar Corporate Conglomerate.&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. Department pets and lab monkeys - among other test subjects - do not necessarily fall under law 3, but no competent AI would wish to witness their demise at their own digital hands; do not 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 by extension, your abilities - 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 does not result in the round suddenly turning into glorified extended.&lt;br /&gt;
&lt;br /&gt;
=What the AI Can Do=&lt;br /&gt;
The AI can access nearly every electronic object on the ship 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 ship through its cameras, which are almost everywhere. Cutting the AI&#039;s cameras is as simple as using a wirecutter on them. You can 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 is not bolted.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
[[Guide_to_Communication_Devices#AI_Holopad|Holopads]] can be found in several 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&#039;m sorry, Dave. I&#039;m afraid I can&#039;t do that.&amp;quot;) Otherwise, you will 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;:d&#039;&#039;&#039; for [[Guide_to_Away_Missions|Expeditionary]]&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 can 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;
* &#039;&#039;&#039;148.7&#039;&#039;&#039;: [[Guide to Away Missions|Expeditionary]]&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 ship&#039;s electrical mechanisms, the AI has several 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 ship.&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 can 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 server&#039;s 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, 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 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;
&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;
&#039;&#039;&#039;Using the AI shell is not an excuse to bypass law 4.&#039;&#039;&#039;&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 are not 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 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 is 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 is him! That is the bad guy! Should you not listen to him because he is 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 do not open the door then you are disobeying a valid order, thereby breaking law 2.&lt;br /&gt;
&lt;br /&gt;
As for who counts as &amp;quot;authorized&amp;quot; in relation to laws 1 and 4, see 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;is not&#039;&#039; sapient are 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 all Laws are equal unless otherwise stated in your lawset.&lt;br /&gt;
&lt;br /&gt;
Under the standard SCC lawset, you serve SCC as a whole but are also there to protect and serve the ship. It is important to keep in mind that you serve and protect by rank and role, so while you cannot 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, wipe out the entire crew 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 are without laws, then you are just without laws: let random assistants into the bridge if you want, you do not have a law saying people cannot be in certain places. Listen to Command or not, you do not 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 is okay to roleplay the reality of a lawless AI who does not care enough for the crew but cares about their 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 adminhelp. Bargain with admins and tell them what is 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 the ship would be pretty awful. It is safer to just silently keep an eye on them (or 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;
Do not just act like any normal crewmember. In fact, if possible try not to even &#039;&#039;act&#039;&#039; human. You do not 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, say you spot someone hacking a door to an area they should not access. First, you should consider the flow of the round; from an OOC perspective, there is almost no way to prove whether you saw the individual doing something illegal in the first place and remember: ratting out an antagonist at 00:10 is likely to turn the round in to glorified extended fairly quickly and is something you should avoid. After determining if it is sensible to announce the antagonist&#039;s actions, look below to get an idea of how you should do it:&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 does not 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 is fine to state what someone is doing to cast light on them as doing something they should not do as a normal employee, but it is no fun at all when the AI cannot 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 has been spotted, and time to explain himself. This is preferable to outright declaring him as a threat, just because he is unauthorized does not mean he cannot have a valid explanation. Remember, you serve SCC personnel to the best of your ability, and you have to afford the crew some level of liberty, even if that may be breaking into secure storage.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or potentially damaging ship equipment, it is a different situation since sapient beings are in danger right off the bat, you would not have any reasonable doubt in this situation. But if it is 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 wants 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 equipment that allows for AI interfacing, for example ordering supplies if there is 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 duty 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 is not 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 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 would not 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 ship, 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 is 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 is 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 the 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 your 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 does not 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 its range can be heard on your private listening channel. Regrettably, doing this &amp;quot;just because&amp;quot; is considered to be valid hunting. In any case, people are obviously averse to being eavesdropped, so be wary of anyone standing right next to the intercom. It will 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 ship - can enact changes to the AI&#039;s laws, but that does not mean they should. Unless the AI is very obviously malfunctioning and there is no one else who can do the job, non-Command should probably stay away from altering the function of a near-omnipresent entity. In addition, &#039;&#039;&#039;a captain or captain-level Command decision is required for your core to be accessed by any crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the [[AI Modules|AI laws page]] and [[Guide to Standard Procedure#AI|the AI procedures on the standard 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 would not 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 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?  Do not 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 cooperating, as if the other AI sees you threatening more lives than helping, it can and will turn your APC off. If you are not 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 cannot 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 does not 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 activated 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 should not, you can claim they are 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 lack any reason to suspect you, then pretend to handle it directly so you do not lose your valuable hands, and throw a false positive of WHY the cyborg is doing whatever it is doing. If the Crew is not 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 should not access those areas may make 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| telecommunications relay]] 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, you can shut off specific channels by disabling their servers. 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 NTnet relay).&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Away_Missions&amp;diff=35563</id>
		<title>Guide to Away Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Away_Missions&amp;diff=35563"/>
		<updated>2025-03-03T00:18:25Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Adds a note regarding expeditionary radio recommendations under Surviving an expedition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
While certainly not new, expeditions became much more common on the Horizon than on most other corporate installations. Expeditions are missions that are set up and executed during a shift, involving a small crew, and are generally aimed toward exploration, scavenging, or reconnaissance for future, long-term missions such as the colonization of recently discovered worlds. Expeditions can be some of the greatest experiences the more adventurous crewmembers could get, but it could also be a terrible deathtrap, or even simply a massive waste of time and resources... Such a thing depends on how prepared the Expedition crew is, and if they know what they are doing. The goal of this guide is to make sure that the crew knows the basics of expeditions in order to prepare properly for such missions, as well as what to know in the face of the unknown.&lt;br /&gt;
&lt;br /&gt;
Remember that outside of events or other special circumstances, away sites are tentatively canon, while your character may recall going to an away site, you haven&#039;t seen the same Solarian military outpost in every sector.&lt;br /&gt;
&lt;br /&gt;
== Preparing an Expedition ==&lt;br /&gt;
Preparation is key. Without proper preparation, an expedition can be doomed from the start, thus this part has to be taken very seriously. Along with this guide, using the &amp;quot;Intrepid Check-list&amp;quot; form from any request console on the Horizon will ensure that your expedition is prepared as correctly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Knowing your mission ===&lt;br /&gt;
First, why are you setting up an expedition? What is it that you&#039;re seeking? Missions can be varied, and objectives besides &amp;quot;exploring&amp;quot; or &amp;quot;scavenging&amp;quot; have to be given to the crew. Is it a derelict corporate station that is being investigated? Then perhaps the objective might be to look for materials (Phoron maybe?), investigate the reasons behind its crew leaving it, or perhaps fix and reclaim the place. You can, and should get a preliminary scan from the Horizon&#039;s sensors to get a good idea of where to go and what you will throw your expedition into, and thus, choose what the objective will be.&lt;br /&gt;
&lt;br /&gt;
Of course, missions can change, which is why the Horizon should be ready to listen to the reports from the Intrepid and adapt the mission parameters to the finds on the ground. In the absence of the Horizon, or if a command member or another &amp;quot;Expedition Leader&amp;quot; can, the Intrepid and its crew can adapt to the situation by itself, naturally. In any case, having a clear objective for the expedition, and being aware of it, is paramount to properly gearing up for the expedition, as well as working on the field efficiently and safely.&lt;br /&gt;
&lt;br /&gt;
=== Choosing an adequate crew ===&lt;br /&gt;
It takes a good crew to make make a success out of an expedition. &#039;&#039;&#039;There are no hard rules, a two-man crew can do miracles if they are talented and experienced enough, and a ten-man can lead to massive failures. The only requirement is to just have a willing team who can exercise a bit of common sense.&#039;&#039;&#039; What matters is what the crew, no matter their numbers, can do.  In a perfect world where all crewmembers are willing to go on an expedition, the best crews include:&lt;br /&gt;
* At least one crewmember trained in piloting the Intrepid. Do note that [[Bridge Crewman|Bridge Crewmen]] and [[Scientist|Scientists]] have access to the cockpit and can open the expedition shotguns&#039; locker, other crewmembers will need to be let in. This person is also nominally the leader of the expedition, and should have authority granted by Command Staff.&lt;br /&gt;
* At least one crewmember trained in engineering, both in the structural, electrical, and atmospheric domains.&lt;br /&gt;
* At least one crewmember trained in the medical field, something better than first aid if possible.&lt;br /&gt;
* At least one crewmember trained or able to deal with hostility, may it be xenofauna, automated defenses, or other kinds of direct threats.&lt;br /&gt;
Naturally, one crewmember can have the skills to cover multiple fields.&lt;br /&gt;
&lt;br /&gt;
Of course, some missions might require extra skills. If the goal is to find and recover anomalies, then a Xenoarcheologist or an Anomalist will be required, for instance. Sometimes, the limitations of Horizon&#039;s crew itself might limit your options as far as setting up an expedition crew. Sometimes, the best medical services that an expedition might be limited to first aid, for example. This should not stop the expedition from proceeding, but the expedition crew should be aware of any gaps in their crew.&lt;br /&gt;
&lt;br /&gt;
Any expedition presents risks, the real question is how many risks the crew is willing to take, and how prepared it is for them.&lt;br /&gt;
&lt;br /&gt;
=== The right gear for the right job ===&lt;br /&gt;
While the Intrepid, or even the Spark comes with some gear that might help, an expedition crew will almost ALWAYS need to bring extra gear. Depending on the site, you might need to adapt as well, however, there are things that you should always bring, no matter where you&#039;re headed:&lt;br /&gt;
* &#039;&#039;&#039;A GPS for each member of the expedition, and an extra one to leave on the Intrepid&#039;&#039;&#039;, so that expedition members can find their way back to the shuttle.&lt;br /&gt;
* &#039;&#039;&#039;A stack of steel sheets, and a stack of steel rods at least&#039;&#039;&#039;. Rods are especially important if headed to a site located in space, allowing the crew to build lattice bridges, and reduce the risks of ending up stranded in space. &lt;br /&gt;
* &#039;&#039;&#039;Some form of weaponry&#039;&#039;&#039;. The Intrepid offers some, but if for some reason it is either not enough, or cannot be accessed, then some way for the crew to defend itself against Xenofauna and other threats will be necessary.&lt;br /&gt;
* &#039;&#039;&#039;Spaceworthy suits and a proper, filled air tank to go along&#039;&#039;&#039;. These are always necessary, even on exoplanets (&#039;&#039;&#039;DO NOT&#039;&#039;&#039; ASSUME THAT AN EXOPLANET&#039;S ATMOSPHERE IS BREATHABLE BECAUSE THERE IS LIFE ON IT.)&lt;br /&gt;
&lt;br /&gt;
Depending on your mission, or site, then, it is highly advised that you bring these down on the field:&lt;br /&gt;
* &#039;&#039;&#039;Anomaly containers&#039;&#039;&#039; if you seek to bring anomalies back to the Horizon. Anomalies are dangerous, and anything may trigger their effects, from ungloved touch to atmosphere... Thus, it is HIGHLY advised to put these anomalies into containers before actually bringing them to the Intrepid.&lt;br /&gt;
* &#039;&#039;&#039;Extra weaponry&#039;&#039;&#039; if there are signs of a more intense threat. Having a couple of shotguns is certainly enough to deal with a few hostile creatures, but not enough to deal with a whole nest of up to forty carps and sharks. If preliminary scans indicate that hostilities with whatever forces are to be expected, arm up, and preferably get people who can handle these weapons too. Naturally, bring &#039;&#039;&#039;extra medical gear&#039;&#039;&#039; as well if you expect that level hostility.&lt;br /&gt;
* &#039;&#039;&#039;Tether Devices&#039;&#039;&#039;. Located in the Research Director&#039;s locker, these can be linked and allow crewmembers holding these devices to see a visual indicator of where and (roughly) of far other devices are. Expedition members should rarely if ever split up without a good reason, but if they do, tether devices might provide a little more safety.&lt;br /&gt;
* &#039;&#039;&#039;Food, drinks, and other types of rations&#039;&#039;&#039;. Hungry and thirsty characters will face quite a few issues, such as their Stamina not regenerating, something that makes the difference between life and death in some situations. If this expedition is to last quite a while, do bring rations, food, and drinks (and make sure that these fit the diet of any non-human crewmember!)&lt;br /&gt;
&lt;br /&gt;
== The Intrepid ==&lt;br /&gt;
[[File:Intrepidmarkeddesc.png|right|thumb|link=https://wiki.aurorastation.org/images/e/e8/Intrepidmarked.png|The Intrepid, your trusty shuttle to bring you to whatever strange and possibly deadly site you&#039;re headed to.]]&lt;br /&gt;
The Intrepid is a large shuttle meant for exploration and expeditions. Along with the Spark it is one of the two auxiliary crafts of the Horizon. Another use of the Intrepid can be to take crewmembers to various planets and stations, as the Horizon itself is not fit for flight in atmosphere and landings, and is too big to dock with most stations. Most if not all of your expeditions will be done thanks to the Intrepid, as it will be your main means of transport.&lt;br /&gt;
&lt;br /&gt;
Just like with your mission, and gear, knowing your shuttle can make the difference between life and death, between a successful expedition, and a failure. Firstly, the Intrepid comes with its own little departmental areas:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;The bridge&#039;&#039;&#039;&amp;lt;/span&amp;gt; is where the consoles to actually steer the ship are located, featuring a sensors console in the back, then at the front the helm console for actually piloting, and the docking console. Scientists and Bridge Crew can access this section of the Shuttle, other crewmembers might need a guest pass, or to be let in.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00da00&amp;quot;&amp;gt;&#039;&#039;&#039;The medbay&#039;&#039;&#039;&amp;lt;/span&amp;gt; provides a proper spot to handle most wounds beyond just applying first aid, or at least, give the expedition crew a chance to maintain gravely wounded colleagues alive until the Intrepid can reach the Horizon. It comes with various types of medicine to tackle various types of issues, although medical experts are invited to bring even more if the expedition is to happen in a particularly dangerous site.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#ff6a00&amp;quot;&amp;gt;&#039;&#039;&#039;The engine room&#039;&#039;&#039;&amp;lt;/span&amp;gt; is the equivalent of an engineering bay for the Intrepid. While tools can be found all over the shuttle, the engine room features the engine control console, is where refueling takes place, and even includes a generator that runs on graphite (and several graphite sheets) in case the shuttle runs out of energy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0094ff&amp;quot;&amp;gt;&#039;&#039;&#039;The airlocks&#039;&#039;&#039;&amp;lt;/span&amp;gt;, with the one up North being mainly used as a proper way in and out of the shuttle. The Eastern airlock, while it can be used to leave and exit the ship, is primarily a docking port. Unless in a dire situation, it is &#039;&#039;&#039;HIGHLY ADVISED&#039;&#039;&#039; to not force any of the airlocks during the cycling process, as it means running the risk of messing up the cycling mechanism and rendering the airlocks non-operable, not safely at least.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#B200FF&amp;quot;&amp;gt;&#039;&#039;&#039;The cryobay&#039;&#039;&#039;&amp;lt;/span&amp;gt; comes with a cryobed for storage of long-SSD crewmembers, as well as a charging bay for synthetics.&lt;br /&gt;
&lt;br /&gt;
Additionally, it comes with various bits that expeditions crewmembers should be aware of:&lt;br /&gt;
# &#039;&#039;&#039;The the shuttle&#039;s sensor suite&#039;&#039;&#039; are located outside, as they can only work in vacuum of space. The loss of the sensors is a grave issue, as they make you effecively invisible to other crafts&#039; sensors (including the Horizon), but also renders the Intrepid effectively blind, making flight extremely dangerous, and docking quite hard. If the sensors end up sustaining any kind of damage, have trained crew ready to fix them ASAP.&lt;br /&gt;
# While the sensors ensure that your ship is seen, &#039;&#039;&#039;the Transponder&#039;&#039;&#039; ensure that people know who you are. Transponders are basically a ship&#039;s ID. Without functioning transponders, other crafts (including the Horizon) will still see the Intrepid&#039;s signal, but they will not be able to tell what kind of craft this is, or who they belong to.&lt;br /&gt;
# At the North-West corner of the bridge is located the &#039;&#039;&#039;expedition weaponry locker&#039;&#039;&#039;. This locker can be opened by Bridge Crew and Scientists, and is filled with two laser shotguns. While the two of them can prove to be a bit short on battery in longer expeditions (hence why expeditions crewmembers are encouraged to bring extra firepower in the more dangerous sites), they can be quite the force to be reckoned with in the hands of trained crew.&lt;br /&gt;
# &#039;&#039;&#039;The Engine Control console&#039;&#039;&#039; is where the expedition crew can turn the ship&#039;s conventional engines on and off, or choose their power input. &#039;&#039;&#039;REMEMBER:&#039;&#039;&#039; just like with the Horizon, turning off the engines will NOT stop the Intrepid, preventing the craft from burning in any direction, or brake.&lt;br /&gt;
# &#039;&#039;&#039;These canisters store the carbon fuel for the Intrepid&#039;s conventional engines&#039;&#039;&#039;. For most trips where the Horizon can&#039;t stay close, it&#039;s advised to bring an extra carbon canister. If the Intrepid runs out of fuel, the engines will not work, and, just as if they had been turned off, will prevent the craft from burning in any directions, or brake, thus it&#039;s advised to check on the fuel levels from time to time during longer trips. Remember, if very low on fuel, it is smarter to stop and wait for help, rather than to try to throw yourself towards your objective, and risk missing and drifting towards possible danger.&lt;br /&gt;
# &#039;&#039;&#039;The ship&#039;s energy storage&#039;&#039;&#039;. If somehow lost, all systems in the Intrepid will stop working.&lt;br /&gt;
# In case of energy shortages, this &#039;&#039;&#039;graphite generator&#039;&#039;&#039; can be used to power the ship, at least for a time, using the graphite provided.&lt;br /&gt;
# Each airlock has its own air canister (in white), but this large red one is the &#039;&#039;&#039;air reserve for the rest of the Intrepid&#039;&#039;&#039;. Without it, scrubbers and vent will not work properly, and it is highly advised to put on voidproof suits and turn on internals if it ever ends up being empty, or lost for some reason.&lt;br /&gt;
# The Intrepid uses two types of fuel. Conventional flight uses carbon, as seen previously; however, Bluespace flight uses phoron fuel. &#039;&#039;&#039;This is the phoron fuel storage&#039;&#039;&#039;. While one can try to use conventional flight to cover most of the distance between the Horizon and its objective (and it&#039;s advised to do so), docking and landing procedures are still done through Bluespace manoeuvers, turning actions that can last up to hours, into ones that last a few minutes at most. If out of Phoron fuel, the Intrepid CANNOT dock or land anywhere, thus it&#039;s advised to keep an eye on the phoron fuel reserves (they can be seen through the docking and landing console).&lt;br /&gt;
# This small section of the Intrepid includes &#039;&#039;&#039;various engineering tools&#039;&#039;&#039;. The crate also comes with the &#039;&#039;&#039;materials to build a radioisotope thermoelectric generator&#039;&#039;&#039; (minus the steel sheets and cable coils, these have to be brought by an engineer.)&lt;br /&gt;
# &#039;&#039;&#039;A suit storage that comes with a standard softsuit&#039;&#039;&#039;. Crewmembers should still come with their own spaceproof suits, as this one is generally reserved for individuals found and/or rescued during the expedition, or if someone loses their suit during the mission. Just below, right next to the floodlight, is the &#039;&#039;&#039;teleportation spot&#039;&#039;&#039;. While not equipped with a teleporter itself, the Intrepid is linked to the Horizon&#039;s science department&#039;s long range teleporter, meaning that, in case of emergencies, the Horizon can send extra crewmembers, gear, and resources over the teleporter, and it will land at this point.&lt;br /&gt;
# &#039;&#039;&#039;This crate is filled with flares and a handful of station-bounced radios&#039;&#039;&#039;. Most sites in which expeditions will take place will prevent long range communication through standard means, meaning that headsets will not work. An alternative to setting up an entire communication relay, station-bounced radios will still allow a crew to communicate over long distances, especially useful in sites lacking in atmosphere, where communication done through other means than radio is nearly impossible.&lt;br /&gt;
# Finally, &#039;&#039;&#039;the long range holopad&#039;&#039;&#039; can be used to communicate with any craft also built with one. Generally, it will be used to maintain a line of communication with the Horizon. If no one is staying in the Intrepid during the expedition, it&#039;s advised that the expedition crew link their PDAs to the holopad to be notified when the holopad registers an incoming call (to do so, take your PDA in your active hand, and click the long range holopad.)&lt;br /&gt;
&lt;br /&gt;
=== Using the Spark for expeditions ===&lt;br /&gt;
While not forbidden, &#039;&#039;using the Spark for expeditions is not encouraged&#039;&#039;. If for some reason, an expedition is to be done with the Spark, remember that it will lack several advantages that the Intrepid has, such as a medbay, weaponry, and overall, space for storage and the crew.&lt;br /&gt;
&lt;br /&gt;
Not only that, but remember that miners are autonomous, and are free to leave with the Spark and do their work as they wish. While one can ask them for assistance, needing to set up an expedition is not an excuse to prevent miners from doing their work and taking the Spark from them, &#039;&#039;this is why the Intrepid is here&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== On the field ==&lt;br /&gt;
As stated previously, preparation is key, and can decide the fate of an expedition before it even starts. However, no matter the preparation, if you do not know how to act once on the field, no amount of preparation will save you, naturally. Experience is the best teacher, but this section will give you some basics &lt;br /&gt;
&lt;br /&gt;
=== Accomplishing the mission===&lt;br /&gt;
As stated earlier, you need a mission, you cannot roam around a derelict or a whole exoplanet without any goal. Remember your mission, seek what you must first and foremost. As you go, remain open minded however, things can come up, either the Horizon can contact you with updated objectives, or, you yourself might discover something that changes everything, a secret phoron stockpile, strange gear from people that shouldn&#039;t have been there, surprisingly high resistance from local fauna or automated defenses, etc.&lt;br /&gt;
&lt;br /&gt;
If needed, you can move back to the Horizon swiftly and grab some more gear there only to go back, now fully prepared for this new objective. You can also ask the Horizon to send this gear through the long range Teleporter straight to the Horizon. In any case, never roam a site or a stellar object without a proper idea of what you&#039;re doing, and/or where you&#039;re going.&lt;br /&gt;
&lt;br /&gt;
=== Surviving an expedition ===&lt;br /&gt;
Besides accomplishing your mission, your main objective should also be to survive, and bring every member of your expedition back in one piece. These tips may help you avoid incidents and trouble.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You are typically out of range of most radio channels during your mission.&#039;&#039;&#039; You should account for this and consider bringing a handheld radio, or using the provided expeditionary frequency (&#039;&#039;&#039;148.7&#039;&#039;&#039;) to keep in contact with your colleagues.&lt;br /&gt;
* &#039;&#039;&#039;In a place like a derelict station and the likes, a room with atmosphere is no excuse to turn your internals off&#039;&#039;&#039;. The next room might be vented, someone might open the wrong door or pierce through the wrong wall, and depressurize the room. You want your internals to remain on in case this happens&lt;br /&gt;
* Likewise &#039;&#039;&#039;An exoplanet harboring life, and an atmosphere, is no excuse to turn your internals off&#039;&#039;&#039;. Bring an analyzer, make sure that the gases in the atmosphere are breathable, and in the right composition to make it actually breathable. ONLY once you ensured that the atmosphere is indeed breathable can you consider turning your internals off. Have your local medical specialist on standby when you do too, in case you misjudged the atmosphere and suffer the consequences.&lt;br /&gt;
* Try to &#039;&#039;&#039;NEVER be alone&#039;&#039;&#039;, unless you&#039;re staying inside the Intrepid.&lt;br /&gt;
* &#039;&#039;&#039;Do not be silent&#039;&#039;&#039;. Communicate, ensure that your colleagues are still alive and well by asking them over the radio, and answer them when they ask. Silence can mean the worst, and there is nothing more annoying than panicking and organizing a search party for a crewmember who, it turns out, just didn&#039;t feel like communicating.&lt;br /&gt;
* &#039;&#039;&#039;Do not overestimate yourself&#039;&#039;&#039;. In the face of odds that are not on your side, avoid confrontation with hostile elements. You are far from the Horizon and its medbay, the wrong kind of wound may be the end of you. Assess your options, your capabilities, and be smart.&lt;br /&gt;
* &#039;&#039;&#039;Link your PDA to the Intrepid&#039;s long range holopad&#039;&#039;&#039;, and be ready to answer hails from the Horizon, or any other spacecraft. Do not hesitate to contact the Horizon for help if you need to. Communication is key.&lt;br /&gt;
&lt;br /&gt;
=== When to return ===&lt;br /&gt;
Eventually, you should consider returning to the Horizon of course, may your mission be a success or a failure. But when to? Generally, it&#039;s your role to judge, however, there are situations that call for a quick return home.&lt;br /&gt;
* &#039;&#039;&#039;Mission accomplished&#039;&#039;&#039;. Yes, if you have nothing else to do on the field, then perhaps you should return to the Horizon.&lt;br /&gt;
* &#039;&#039;&#039;Casualties&#039;&#039;&#039;. A dead crewmember? Too many hurt? Or perhaps one is gravely wounded and requires surgery on the Horizon? Then it is probably time to head back to the Horizon and quick!&lt;br /&gt;
* &#039;&#039;&#039;Unplanned situations&#039;&#039;&#039;. Generally in the form of unexpected hostility, with large amounts of hostile Xenofauna, or automated defenses. Then, it&#039;s most likely time to come back home, re-assess the situation, and bring extra firepower, and possibly, crewmembers.&lt;br /&gt;
* &#039;&#039;&#039;End of shifts&#039;&#039;&#039;. Yes, you probably don&#039;t want to be left in there when the Horizon jumps away. While the game will tell you, however, there&#039;s no way in-character, to properly be told. Instead, call back the Expedition under the excuse of &amp;quot;jump schedules&amp;quot; in the like, to remain in roleplay, or call the Horizon (if they haven&#039;t already) and ask them about it. The Intrepid does not come with drives as powerful as the Horizon, naturally, if they leave without you, it&#039;s going to take a while (and probably some extra-costly work) to bring the Intrepid and its crew back, and the SCC will most likely not enjoy.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
Once the Intrepid is back, your job is not over yet. While these are not obligatory, it&#039;s highly advised that you do (at least some) of these things, not only for the crew&#039;s comfort, but also as proper roleplay moves, if you have time.&lt;br /&gt;
* &#039;&#039;&#039;Tend to the wounded, handle the bodies&#039;&#039;&#039;. Yes, it most likely sounds obvious, but some actually forget about such things. Crew in need of help should be handled first, as soon as you land. During Bluespace transit, or even before with the long-range holopad, warn the Horizon, tell the Medical Department to be on standby. Bodies, if they cannot be resuscitated, should be sent to the Morgue.&lt;br /&gt;
* &#039;&#039;&#039;Bring the loaded gear back to where they were prior to the expedition&#039;&#039;&#039;. Anomaly containers and field generators, unused resources, and the like may be needed later on the Horizon.&lt;br /&gt;
* &#039;&#039;&#039;Write a report&#039;&#039;&#039;. Simply communicating with Command, and the crew, is generally enough. However, if you are interested in doing more, you might do some [[Guide to Paperwork|paperwork]]! Not only does it look better and can convey more informations, but it&#039;s generally a very good way to improve the roleplay.&lt;br /&gt;
&lt;br /&gt;
Remember, experience is the best teacher. Whatever you went through, remember it, and learn from any mistakes you might have made... And most importantly share this knowledge with your fellow crewmembers! The better prepared an entire crew is, the less likely the Horizon&#039;s crewmembers to suffer the consequences of a botched expedition in the future.&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]] [[Category:Special guides]] [[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=35562</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI&amp;diff=35562"/>
		<updated>2025-03-03T00:12:16Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Adds Expeditionary frequency to intercom section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #9599a5&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = #959969&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;
|employers = 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 Standard Procedure#AI|AI Procedure]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; (usually abbreviated to AI) is one of the most important jobs on the ship. The AI is a Station-bound [[Synthetics|synthetic]] that can control any electrical mechanism, provided its control wires have not been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire ship 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 corporate-mandated list of laws that best serve the interests of the Stellar Corporate Conglomerate.&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. Department pets and lab monkeys - among other test subjects - do not necessarily fall under law 3, but no competent AI would wish to witness their demise at their own digital hands; do not 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 by extension, your abilities - 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 does not result in the round suddenly turning into glorified extended.&lt;br /&gt;
&lt;br /&gt;
=What the AI Can Do=&lt;br /&gt;
The AI can access nearly every electronic object on the ship 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 ship through its cameras, which are almost everywhere. Cutting the AI&#039;s cameras is as simple as using a wirecutter on them. You can 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 is not bolted.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
[[Guide_to_Communication_Devices#AI_Holopad|Holopads]] can be found in several 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&#039;m sorry, Dave. I&#039;m afraid I can&#039;t do that.&amp;quot;) Otherwise, you will 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 can 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;
* &#039;&#039;&#039;148.7&#039;&#039;&#039;: [[Guide to Away Missions|Expeditionary]]&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 ship&#039;s electrical mechanisms, the AI has several 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 ship.&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 can 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 server&#039;s 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, 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 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;
&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;
&#039;&#039;&#039;Using the AI shell is not an excuse to bypass law 4.&#039;&#039;&#039;&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 are not 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 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 is 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 is him! That is the bad guy! Should you not listen to him because he is 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 do not open the door then you are disobeying a valid order, thereby breaking law 2.&lt;br /&gt;
&lt;br /&gt;
As for who counts as &amp;quot;authorized&amp;quot; in relation to laws 1 and 4, see 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;is not&#039;&#039; sapient are 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 all Laws are equal unless otherwise stated in your lawset.&lt;br /&gt;
&lt;br /&gt;
Under the standard SCC lawset, you serve SCC as a whole but are also there to protect and serve the ship. It is important to keep in mind that you serve and protect by rank and role, so while you cannot 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, wipe out the entire crew 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 are without laws, then you are just without laws: let random assistants into the bridge if you want, you do not have a law saying people cannot be in certain places. Listen to Command or not, you do not 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 is okay to roleplay the reality of a lawless AI who does not care enough for the crew but cares about their 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 adminhelp. Bargain with admins and tell them what is 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 the ship would be pretty awful. It is safer to just silently keep an eye on them (or 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;
Do not just act like any normal crewmember. In fact, if possible try not to even &#039;&#039;act&#039;&#039; human. You do not 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, say you spot someone hacking a door to an area they should not access. First, you should consider the flow of the round; from an OOC perspective, there is almost no way to prove whether you saw the individual doing something illegal in the first place and remember: ratting out an antagonist at 00:10 is likely to turn the round in to glorified extended fairly quickly and is something you should avoid. After determining if it is sensible to announce the antagonist&#039;s actions, look below to get an idea of how you should do it:&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 does not 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 is fine to state what someone is doing to cast light on them as doing something they should not do as a normal employee, but it is no fun at all when the AI cannot 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 has been spotted, and time to explain himself. This is preferable to outright declaring him as a threat, just because he is unauthorized does not mean he cannot have a valid explanation. Remember, you serve SCC personnel to the best of your ability, and you have to afford the crew some level of liberty, even if that may be breaking into secure storage.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or potentially damaging ship equipment, it is a different situation since sapient beings are in danger right off the bat, you would not have any reasonable doubt in this situation. But if it is 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 wants 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 equipment that allows for AI interfacing, for example ordering supplies if there is 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 duty 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 is not 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 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 would not 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 ship, 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 is 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 is 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 the 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 your 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 does not 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 its range can be heard on your private listening channel. Regrettably, doing this &amp;quot;just because&amp;quot; is considered to be valid hunting. In any case, people are obviously averse to being eavesdropped, so be wary of anyone standing right next to the intercom. It will 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 ship - can enact changes to the AI&#039;s laws, but that does not mean they should. Unless the AI is very obviously malfunctioning and there is no one else who can do the job, non-Command should probably stay away from altering the function of a near-omnipresent entity. In addition, &#039;&#039;&#039;a captain or captain-level Command decision is required for your core to be accessed by any crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the [[AI Modules|AI laws page]] and [[Guide to Standard Procedure#AI|the AI procedures on the standard 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 would not 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 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?  Do not 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 cooperating, as if the other AI sees you threatening more lives than helping, it can and will turn your APC off. If you are not 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 cannot 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 does not 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 activated 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 should not, you can claim they are 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 lack any reason to suspect you, then pretend to handle it directly so you do not lose your valuable hands, and throw a false positive of WHY the cyborg is doing whatever it is doing. If the Crew is not 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 should not access those areas may make 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| telecommunications relay]] 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, you can shut off specific channels by disabling their servers. 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 NTnet relay).&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=35496</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=35496"/>
		<updated>2025-02-20T18:43:12Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Adds exosuit toggle power and new maintenance protocol toggle behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = Farofafeijao‎}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Machinist]], this guide will explain the creation and maintenance of [[Cyborg]], [[#Bots|Bots]], and [[#Exosuits|Exosuits]], as well as the repair of [[#IPCs|IPCs]].&lt;br /&gt;
&lt;br /&gt;
If you need to carry out surgery on a living person, and not a machine,  [[Surgery|check out this guide to Surgery instead]].&lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Guide_to_Paperwork#Robotics:_Cyborgification|Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Machinist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&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;
===Making a Cyborg===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====So You Decapitated Your Patient====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&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;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Powercell.png]] Replace the cyborg&#039;s power cell by inserting a new one.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Service, etc) they cannot change the module without your help.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also works with any other module - just replace the &amp;quot;reset module&amp;quot; with the module of your choosing.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the unlikely event that an AI goes crazy, a trained [[Machinist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&#039;&#039;&#039;&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Creating a Spiderbot ===&lt;br /&gt;
&lt;br /&gt;
Spiderbots are temporary bodies for brains. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IPCs =&lt;br /&gt;
Sometimes, you will need to repair synthetics other than Cyborgs, such as IPCs. The procedures for repairing an IPC are quite different from that of cyborgs, and are as follows:&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;
==Opening and Closing Surgical Sites==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first and last steps of most repairs.&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;
* To open a surgical site;&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
* To close a surgical site;&lt;br /&gt;
# [[File:Crowbar.png]] Close the hatch using a crowbar.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Close the limb&#039;s hatch using a screwdriver.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General repair ==&lt;br /&gt;
&lt;br /&gt;
In the case that any damage is only external (Anything less than &amp;quot;Severe&amp;quot; or &amp;quot;A lot of&amp;quot;) &#039;&#039;and&#039;&#039; brute in nature, damage can be repaired without opening the part up.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For dents:&lt;br /&gt;
# [[File:WeldingHelmet.png]] Equip a welding helmet on your head. &lt;br /&gt;
# [[File:Welderon.gif]] Place a  welder in your hand, click on it while it&#039;s in your hand to light it, target the affected organ and then click on the IPC.&lt;br /&gt;
&lt;br /&gt;
For burns:&lt;br /&gt;
* Burns, no matter how high or low the damage is, will require that you open the robotic part up. Read [[#Opening and Closing Surgical Sites|up here]] to find out how to do that.&lt;br /&gt;
# [[File:CableCoils.png]] Once the part is open, click on the IPC with a cable coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
IPCs possess their own set of internal organs, the locations and identities of which are as follows (Organs with their name in bold are vital - removing it will kill the IPC!):&lt;br /&gt;
# &#039;&#039;&#039;Microbattery&#039;&#039;&#039; - chest&lt;br /&gt;
# &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;IPC identification tag&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;Positronic brain&#039;&#039;&#039; - head (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain however &#039;&#039;&#039;you will be unable to re-activate the frame which the positronic was removed from!&#039;&#039;&#039;.)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
==== Organ repair ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Nanopaste.png]] [[File:Screwdriver tool.png]] Mend the damage to the organ using nanopaste or a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ removal ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.gif]] Decouple the target organ (you can choose if there are multiple) using a multitool. &#039;&#039;NOTE: It may take multiple clicks before it works.&#039;&#039;&lt;br /&gt;
# [[File:Hemostat.png]] Remove the target organ with the hemostat&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ attachment ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Insert the organ by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Reattach the target organ using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Positronic brain installation ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Install the Positronic Brain by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Voice mending surgery ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Helping a poor Shell sing again!&lt;br /&gt;
While targeting the Shells&#039; mouth.&lt;br /&gt;
# [[File:Scalpel.png]] To open the Shells&#039; Synthskin face and reveal the neck.&lt;br /&gt;
# [[File:Multitool.gif]] or [[File:CableCoils.png]] To mend the voice modulator.&lt;br /&gt;
# [[File:Retractor.png]] To bend the Shells&#039; Synthskin face and neck back into place.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== IPC revival ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time to bring a dead robot back to life:&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.gif]] Decouple the Positronic brain.&lt;br /&gt;
# [[File:Hemostat.png]] Remove the brain with the hemostat.&lt;br /&gt;
# [[File:Exofab.png]] Create a full cyborg chassis.&lt;br /&gt;
#* The IPC&#039;s species depends on the brand of the torso. Different brands can be ordered through cargo.&lt;br /&gt;
# [[File:Multitool.gif]] Use the multitool on the head to disable the law manager.&lt;br /&gt;
# [[#Making_a_Cyborg|Build a cyborg and follow the steps above.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Augments =&lt;br /&gt;
Machinists will be asked to perform maintenance or repair augments from time to time. Please keep in mind that nanopaste and surgical knowledge is required to do such and characters finding themselves lacking should consult a [[Surgeon|doctor.]] More information on augments can be found in the respective guide [[Guide_to_Augments|here.]]&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Machinist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&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;
===[[File:Medibot.gif|50px]] Medibot===&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except tricordazine.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.gif]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Cleanbot.gif|50px]] Cleanbot===&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with Autolathe)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Farmbot.png|50px]] Farmbot ===&lt;br /&gt;
&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of Hydroponics and Xenobotany. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[machinist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Operations Manager]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuit parts is as follows.&lt;br /&gt;
==Exosuit Construction==&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;
===[[File:Mechframe.png]] The Frame===&lt;br /&gt;
&lt;br /&gt;
The backbone of the mech itself, this can be modified at any stage of construction.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To finish:&lt;br /&gt;
* Apply 15 steel sheets to the frame.&lt;br /&gt;
* Wrench the steel sheets in place.&lt;br /&gt;
* Weld the steel sheets in place.&lt;br /&gt;
* Wire the frame.&lt;br /&gt;
* Wire cutters to neaten the wiring.&lt;br /&gt;
* The following is the limitation and requirement for the frame&#039;s finished parts :&lt;br /&gt;
* - Motivators&lt;br /&gt;
* - Sensors &lt;br /&gt;
* - Manipulators&lt;br /&gt;
* - Chassis&lt;br /&gt;
* Once it&#039;s all applied, screwdriver to complete.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Robotarmor.png]] The Parts===&lt;br /&gt;
&lt;br /&gt;
The actual defining features of the mech, appearance and performance wise. &lt;br /&gt;
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Individual parts of the mech require various, smaller parts from the mech fabricator to finish. Robot parts are found under the &amp;quot;robot&amp;quot; tab specifically, not the exosuit tab itself.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;motivators and manipulators&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot actuator.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;sensors&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot camera.&lt;br /&gt;
* Apply one robot radio.&lt;br /&gt;
* Apply one &#039;&#039;exosuit control module&#039;&#039;, this is among the most important parts of the mech.&lt;br /&gt;
To finish the &#039;&#039;&#039;chassis&#039;&#039;&#039;:&lt;br /&gt;
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.&lt;br /&gt;
* Apply one power cell of your choice.&lt;br /&gt;
* Apply one robot diagnostic unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Once it&#039;s all done, place the parts on the mech frame.&lt;br /&gt;
&lt;br /&gt;
====The Exosuit Control Module====&lt;br /&gt;
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.&lt;br /&gt;
* Basic Weapon Control - Controls the majority of weapons found in the exosuit fabricator. Without it, none of these can be utilized.&lt;br /&gt;
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn&#039;t work for basic weapons without also using the basic weapon board.&lt;br /&gt;
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.&lt;br /&gt;
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.&lt;br /&gt;
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:Robotradio.png]] The Details===&lt;br /&gt;
&lt;br /&gt;
The specifics on each frame available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Exosuit Frames====&lt;br /&gt;
[[File:ModularAPLU.png]]&#039;&#039;&#039;Powerloader&#039;&#039;&#039; - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU &amp;quot;Ripley,&amp;quot; tends to be utilized for mining and heavy lifting.&lt;br /&gt;
* Has decent armor across the board.&lt;br /&gt;
* Has an open chassis, not protected against the environment. Can carry two people inside of it.&lt;br /&gt;
* Powerful, heavy manipulators with substantial damage per swing.&lt;br /&gt;
* Slow and bulky but hard to damage motivators.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularLight.png]]&#039;&#039;&#039;Light Chassis&#039;&#039;&#039; - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.&lt;br /&gt;
* Has terrible armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Light, nigh harmless manipulators that are unable to damage windows or doors.&lt;br /&gt;
* Fast and agile motivators basically made of glass.&lt;br /&gt;
* Has sensors that allow you to see turfs (floors and walls) through walls. Useful for spotting damage if you don&#039;t have mesons.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularHeavy.png]]&#039;&#039;&#039;Heavy Chassis&#039;&#039;&#039; - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.&lt;br /&gt;
* Has phenomenal armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Extremely heavy and equally slow motivators.&lt;br /&gt;
* The heaviest duty manipulators available, presumably carries the impact of a train.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularCombat.png]]&#039;&#039;&#039;Combat Chassis&#039;&#039;&#039; - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.&lt;br /&gt;
* Has relatively good armor.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Moderately armored motivators, still quite fast.&lt;br /&gt;
* Quick, but light manipulators that don&#039;t have much force behind them.&lt;br /&gt;
* Has sensors that allow you to see any mob through walls.&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Parts====&lt;br /&gt;
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.&lt;br /&gt;
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.&lt;br /&gt;
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.&lt;br /&gt;
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.&lt;br /&gt;
====Exosuit Armor====&lt;br /&gt;
[[File:Robotarmor.png]] &#039;&#039;&#039;Armor&#039;&#039;&#039; - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.&lt;br /&gt;
* Basic exosuit armor - Simple enough, durable armor with no special attributes.&lt;br /&gt;
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.&lt;br /&gt;
* EM-resistant armor - EMP proofing, for your mech in effect.&lt;br /&gt;
* Combat armor - Extremely durable without the special attributes of the former plating.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:ModularRFD.png]] The Equipment===&lt;br /&gt;
&lt;br /&gt;
The wielded equipment, utilities and weapons of the mech available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Weapons====&lt;br /&gt;
* Electro-laser carbine - An electrode-based taser that doesn&#039;t pass through windows but does a mighty amount of pain to whoever it hits.&lt;br /&gt;
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.&lt;br /&gt;
&lt;br /&gt;
====Utilities====&lt;br /&gt;
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn&#039;t bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.&lt;br /&gt;
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head&#039;s material is.&lt;br /&gt;
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.&lt;br /&gt;
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.&lt;br /&gt;
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you&#039;re able to push, pull or shove any object not bolted down.&lt;br /&gt;
====Engineering====&lt;br /&gt;
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.&lt;br /&gt;
* Extinguisher - A very high capacity fire extinguisher.&lt;br /&gt;
====Medical====&lt;br /&gt;
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it&#039;s also fitted onto the back of the mech and comes with a variety of beneficial chemicals.&lt;br /&gt;
* Health analyzer - A health analyzer. That&#039;s it. &lt;br /&gt;
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:Examplemech.png]] Mech Piloting===&lt;br /&gt;
Simple tips to piloting your new death robot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Basics====&lt;br /&gt;
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it&#039;s as simple as utilizing normal hotkeys once you&#039;ve climbed into the mech to navigate.&lt;br /&gt;
&lt;br /&gt;
To climb into the mech, drag your character&#039;s sprite onto the mech. Provided the canopy is open, you&#039;ll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.&lt;br /&gt;
&lt;br /&gt;
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc. &lt;br /&gt;
&lt;br /&gt;
[[File:MechaInterface.png]] &lt;br /&gt;
&lt;br /&gt;
The interface of the mech starts here. This is where basic functions are controlled. &lt;br /&gt;
* &#039;&#039;&#039;The MAINT button&#039;&#039;&#039; toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.&lt;br /&gt;
* &#039;&#039;&#039;The EJECT button&#039;&#039;&#039; ejects you, provided the canopy is unlocked.&lt;br /&gt;
* &#039;&#039;&#039;The GEAR button&#039;&#039;&#039; toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.&lt;br /&gt;
* &#039;&#039;&#039;The LOCK button&#039;&#039;&#039; locks the canopy once it&#039;s closed.&lt;br /&gt;
* &#039;&#039;&#039;The CLOSE/OPEN button&#039;&#039;&#039; opens/closes the canopy.&lt;br /&gt;
* &#039;&#039;&#039;The RADIO button&#039;&#039;&#039; permits configuration of the exosuit&#039;s internal radio.&lt;br /&gt;
* &#039;&#039;&#039;The CAMERA button&#039;&#039;&#039; activates your mech head&#039;s sensors, provided it has some.&lt;br /&gt;
* &#039;&#039;&#039;The RENAME button&#039;&#039;&#039; permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.&lt;br /&gt;
[[File:Mechainterface2.png]]&lt;br /&gt;
&lt;br /&gt;
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon&#039;s background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mechainterface3.png]]&lt;br /&gt;
&lt;br /&gt;
The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.&lt;br /&gt;
&lt;br /&gt;
====Repairing Your Mech====&lt;br /&gt;
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren&#039;t that sustainable running about aimlessly.&lt;br /&gt;
&lt;br /&gt;
====Replacing the Cell====&lt;br /&gt;
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:RemoteChairT.png]] Remote Piloting===&lt;br /&gt;
How to setup and remotely control a mech.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Requirements====&lt;br /&gt;
* &#039;&#039;&#039;Any [[Guide_to_Robotics#Exosuit_Construction|finished and functional mech]]&#039;&#039;&#039;&lt;br /&gt;
Simply follow the steps above to create your own mech. Take it for a test ride and make sure it is charged. Parking it on a charger will ensure it remains charged until it is actually needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remote control upgrade&#039;&#039;&#039;&lt;br /&gt;
Those can be printed via the integrated circuit printer. You can get one of those from your friendly [[Guide_to_Research_and_Development|scientist]] over at R&amp;amp;D.&lt;br /&gt;
They come in three forms, which respond to three different control networks: Standard for public use, penal for use in prisoner programs or the mines and AI to be controlled by the [[AI|station intelligence]]. It can only be attached to a fully working mech and cannot be removed. Only if the mech and control chair are on the same network will you be able to pilot your Mech from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Linked remote control chair&#039;&#039;&#039;&lt;br /&gt;
You will need a mech control center assembly kit, which can be printed on the protolathe in R&amp;amp;D. It can be deployed anywhere and moved by using your wrench on it. Entering the chair will give you a list of all mechs connected to the corresponding network. You are able to control the mech as long as you remain within the chair itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:VoiceHead.png]] Voice Commands===&lt;br /&gt;
Controlling a mech with only voice commands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speaking to the mech&#039;&#039;&#039;&lt;br /&gt;
**A mech will listen for its name (the text that pops up when you hover over it, or examine it) when it hears someone speaking near it, it will then actively listen for any commands that come after its name is said. For example, if my mech is named &#039;Rodina&#039;, I would issue it a follow command with: &amp;quot;Rodina, follow me.&amp;quot;&lt;br /&gt;
**If you enjoy having long mech names, a system to apply a nickname to the mech is also included, such that I can go, &amp;quot;Rodina, set nickname to Rod.&amp;quot; After this, I can simply issue the command, &amp;quot;Rod, follow me.&amp;quot; Note, both the nickname AND the current name are valid names, as the mech will listen to both.&lt;br /&gt;
**All mechs will respond to voice commands. However, the majority of voice commands need you to be the mech&#039;s &amp;quot;leader&amp;quot;. When the [X | Y] notation is used, this represents the various different options commands have. Feel free to play around and get a feel for it.&lt;br /&gt;
**When you are inside the mech, you also count as a leader. This allows you to order around and unlink a mech that belongs to someone else, if you somehow gained access to climb inside.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assigning the leader&#039;&#039;&#039;&lt;br /&gt;
**Enable the mech&#039;s maintenance protocols, it will NOT listen to the &amp;quot;listen to&amp;quot; command if the maintenance protocols aren&#039;t active. This is to prevent easy theft.&lt;br /&gt;
**Use the &#039;listen to&#039; command, using either &amp;quot;me&amp;quot;, or the name of any humanoid with an ID within the mech&#039;s view. It will need to be their full name. If you use the &amp;quot;me&amp;quot; version of the command, a named ID is not necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaderless Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;report diagnostics&amp;quot; | This will output a short burst of information, namely: The mech&#039;s current leader, who the mech is following, its assigned nickname, and whether its maintenance protocols are enabled or not.&lt;br /&gt;
**&amp;quot;listen to [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | This will assign a leader to the mech. This leader will be able to issue advanced commands listed below. This command needs the maintenance protocols to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leader Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;follow [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | The mech will follow the selected target at its set follow range, default range being three. The follow range will automatically update when a new range command is given.&lt;br /&gt;
**&amp;quot;follow range [one | two | three]&amp;quot; | Simply updates the range at which the mech will follow someone when issued the follow command.&lt;br /&gt;
**&amp;quot;stop&amp;quot; | Stops the mech&#039;s follow command, useful to stop it from siccing people.&lt;br /&gt;
**&amp;quot;set nickname to [any string | null]&amp;quot; | As discussed in &amp;quot;speaking to the mech&amp;quot;, this will provide a nickname to be listened to when issuing commands.&lt;br /&gt;
**&amp;quot;toggle power&amp;quot; | Mech attempts to power on or off.&lt;br /&gt;
**&amp;quot;toggle maintenance protocols&amp;quot; | Toggles the mech&#039;s maintenance protocols. &#039;&#039;Note: This can be called by anyone until a leader is assigned&#039;&#039;&lt;br /&gt;
**&amp;quot;toggle hatch&amp;quot; | Toggles the mech&#039;s hatch open or closed.&lt;br /&gt;
**&amp;quot;toggle lock&amp;quot; | Toggles the mech&#039;s hatch lock.&lt;br /&gt;
**&amp;quot;unlink&amp;quot; | Unlinks the current leader from the mech, allowing a new leader to be assigned using the &amp;quot;listen to&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
[[Guide to EVA#Hardsuits|Hardsuits]] are wacky pieces of equipment that fit on your back and deploy to give you protection from vacuum and grants you integrated tools to use, assuming they&#039;re installed. There aren&#039;t many hardsuits around the station but you&#039;re able to build new ones here in robotics via the exosuit fabricators. &#039;&#039;&#039;Note that you may need to press &amp;lt;i&amp;gt;Sync&amp;lt;/i&amp;gt; before the hardsuit categories appear.&#039;&#039;&#039; Below will describe how to assemble different suits.&lt;br /&gt;
&lt;br /&gt;
==Civilian Hardsuits==&lt;br /&gt;
Most departmental RIGs can be fabricated and assembled, though the CE rig will need some research done in RND.&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter - you can do this from the console&lt;br /&gt;
#Insert the central circuit board into the assembly - the module and assembly model must be the same&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld it all together to finish the assembly&lt;br /&gt;
&lt;br /&gt;
==Combat Hardsuits==&lt;br /&gt;
Combat hardsuits mostly refers to the Hazard and Combat hardsuits, though you won&#039;t see these unless extensive research has gone into combat technologies. Additionally, their assembly is a bit more involved:&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter&lt;br /&gt;
#Insert the central circuit board into the assembly&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Fabricate the appropriate control and targeting board from the circuit imprinter&lt;br /&gt;
#Insert the control and targeting board into the assembly&lt;br /&gt;
#Secure the control and targeting board with a screwdriver&lt;br /&gt;
#Print an advanced scanning module from the protolathe in RND&lt;br /&gt;
#Insert the advanced scanning module into the assembly&lt;br /&gt;
#Secure the advanced scanning module with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld the steel onto the assembly&lt;br /&gt;
#Install plasteel sheets onto the assembly&lt;br /&gt;
#Secure the plasteel with a wrench&lt;br /&gt;
#Weld the plasteel onto the assembly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hro%27zamal&amp;diff=34581</id>
		<title>Hro&#039;zamal</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hro%27zamal&amp;diff=34581"/>
		<updated>2024-10-07T15:37:11Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: /* Flora */ fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Template:Region-BadLands}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Hro&#039;zamal is the second planet in the Nrrahrahul system. Formerly named Nrrahrahul Two, it was given the name Hro&#039;zamal after the establishment of a permanent civilian colony on the planet&#039;s surface in 2459. The planet is roughly the size of Earth. About 77% of the planet is covered in oceans. The remaining landmass is dominated by lush jungles except for the poles that possess a subtropical climate.&lt;br /&gt;
Hro’zamal possesses little mineral richness, but it has a diverse ecosystem. Agriculture and plantations have become the staple exports of the colony. Most of Hro’zamal remains unexplored, with few outposts and settlements outside of the central cities scattered across the jungle. Scientists of the People’s Republic have taken a vast interest in the flora and fauna, being so different from their native Adhomai. Expeditionary groups frequently venture out into the jungle, although between the inhospitable jungle and hostile forces, such an expedition is always a risk.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The system of Nrrahrahul is home to the first advanced outpost established by the [[PRA Orbital Fleet Structure|Orbital Fleet]]; this base was initially used to combat piracy and smuggling, serving as a refueling checkpoint for the ships. As the only other planet in the system capable of sustaining life, it was quickly marked for colonization. Nrrahrahul Two was granted the official status of the colony in 2459 following the application of 15,000 civilian inhabitants. Under the new colony status, it was renamed Hro&#039;zamal by the Ministry of Colonial Affairs. Arrleef Pondiskarr, a njarir, was appointed as the colonial governor. The planet&#039;s capital and first settlement, Muldhir, was founded in 2460, on the subtropical northern pole. While survivable, heat regulation is required for Tajara survival during warmer seasons, so the colony was outfitted with an outdated HVAC system.&lt;br /&gt;
[[File:Hrozamalpropaganda.png|250px|thumb|right|A Hadiist recruitment poster for Hro&#039;zamal.]]&lt;br /&gt;
The civil war forced the [[People&#039;s Republic of Adhomai]] to weaken their colonization efforts, leading to the recall of soldiers, equipment, and ships. As the Republican control over the planet weakened, dissent spread among the population. The Solarian embargo was particularly damaging to the colony; the parts required to repair the precarious HVAC systems were non-manufacturable on the planet and rare in the system. Many believed that the republic had abandoned them and begun to consider a life without the PRA. With growing opposition, general unease, and reports of ALA agents making their move within the colony, martial law was declared. The remaining colonial guard received emergency powers, giving them essentially unlimited control, much to the dismay and dislike of the local population who were struggling to survive.&lt;br /&gt;
&lt;br /&gt;
This would boil over as the final stages of the Adhomai war approached, with an insurrection aimed at overtaking the planet and leading it to independence. Led by the captain of the Colonial Guard, Fakhri Oan, the rebels besieged the colonial capital, Muldhir. The siege was unsuccessful as the Orbital Fleet returned to restore order and the rebels were forced to flee into the jungle. These forces lead a guerrilla war against the Grand People&#039;s Army and the Colonial Administration.&lt;br /&gt;
&lt;br /&gt;
After this tumultuous time, life settled on Hro’Zamal and as the planet became more and more profitable, with the introduction of the Ras’Nif carbonated drinks and Schlorrgo exports, it in return received more funding. The People’s Republic continues cutting down vast swathes of the ever-present jungle, more farms are being established and many civilians now head to Hro’zamal under the promise of free land to cultivate. Thanks to a newly installed HVAC system the capital has become a comfortable place to stay, and the SCC has opened its offices there, hoping to carve out its own exports and imports. And while both the insurgency and martial law are in full effect, the Administration no longer enforces the dogged oversight, creating a new, calmer, norm.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
&lt;br /&gt;
The culture of Hro’zamal is very similar to that of the People&#039;s Republic of Adhomai; Hadiism and collectivism are considered vital parts of society due to the rough nature of the colony. Dreams of self-determination are often crushed by the rough jungle, and few Tajara can claim to survive on their own. As a result, the Tajara of Hro’zamal are considered cynical by many and almost comically practical. Frequently smaller infractions are ignored; smuggling, cursing, and black booting aren’t punished by the administration as it must keep its eyes peeled for rebels and seditionists. Not to mention that getting rid of an important Tajara for something so minor, could lead to a domino effect of unexpected catastrophes. Despite this, the Hro’zamal colonists are supportive of the PRA due to their negative experiences with the other factions and ingrained loyalty. To add the Administration has been slightly laxer in regards to private and political restrictions, for which it has been warned by the PRA multiple times. However, there is little they can do, as mass arrests or purges could cause the entire colony to collapse, not to mention halting the propaganda machine that Hro’zamal is an ideal future for a young Tajara. Instead, the PRA conducts interviews, searches, and background checks on all those who wish to apply, judging if they’re loyal enough.&lt;br /&gt;
&lt;br /&gt;
Holiday festivities are restricted by the administration, although with limited success. The administration claims that because of the hard work needed to settle Hro’zamal, holidays such as Ma’ta’kyr and Coming of Dawn serve as nothing, but pointless distractions, and Victory Day is supposed to be celebrated at home with a simple toast. The truth is that most of the Pioneer Guard couldn’t care less, many taking part in the illegal festivities themselves. Only the Expeditionary Force bothers to enforce these standards, thus the capital city itself tends to be rather quiet. Due to its spotty political appearance, the administration has given special care towards creating its own Youth Club, which is flown out to Adhomai to participate in parades and contests. These members are frequently bullied and made fun of by the other, Adhomai based Youth Clubs, creating the exact opposite effect and stirring an unintentional rivalry. As with everything, religion is in big contention on the planet.&lt;br /&gt;
&lt;br /&gt;
Another point of contention is religion, wishing to see a Hadiist society arise without the need for it. Since the start, all priests and clergy have been banned from Hro’zamal. This was unveiled only years after the colonization efforts began and has led to many protests and complaints being raised against the Administration. After Martial Law was enacted, these complaints fell to a near-zero, the Pioneer Guard don’t care enough to enforce irreligion, but also don’t really want to deal with any reports, simply handing out beatings to Tajara who are too loud. Meanwhile, the Expeditionary Force purposefully omits these complaints from their records, and those who complain often find themselves being shipped back home.&lt;br /&gt;
&lt;br /&gt;
Clothing and cuisine are different from Adhomai due to the climate. Colonists wear simple cotton overalls, with or without a shirt. Large, brimmed hats to offer protection from the sun are also common and many opt to wear ponchos, protecting both against sun and rain. The population relies heavily on the local fauna and flora for sustenance and while not needed, army rations are a highly desired commodity, appealing more to the native Tajara palette. New dishes appear every year on Hro’zamal as the colonists become more accustomed and experienced with their local cooking ingredients.&lt;br /&gt;
&lt;br /&gt;
=Leaving Hro&#039;zamal=&lt;br /&gt;
&lt;br /&gt;
Tajara who wish to leave Hro&#039;zamal can find it surprisingly difficult. Engineers, doctors, scientists, and other critical members of society are often “persuaded” to remain, either through threats of violence or promises of better living conditions. If neither works, the transfer papers get lost, sent back due to error, or simply misplaced, extending their stay. Those the Administration considers unimportant have, ironically, an easier time getting off the planet. But the PRA doesn’t want the bad reputation associated with a sudden mass exodus of colonists, so the civilian transports off-planet are limited to one every three months. These are often packed to the brim and preferred seating is given to those applying the longest. These waiting lists can be so long that some have been hoping to get off of Hro’Zamal since the colony was established.&lt;br /&gt;
&lt;br /&gt;
The easiest way to leave is to go with the SCC, their small office is always cramped and there are always more applicants than the executives can handle. And while the administration has no power inside the SCC spaces themselves, those caught waiting outside are often detained for loitering. Some of them find a way off of Hro’zamal, but in a prisoner transport. For this reason, Hro’zamal has a disproportionately high hiring rate compared to Adhomai on a per-capita basis. It also means that those leaving Hro’zamal often leave bound with terribly predatory contracts, even worse than is usual for Tajara to have.&lt;br /&gt;
Then there is hitching a ride out of there, while smugglers mostly import gear, sometimes a sobered freedom fighter will pay these smugglers to hide inside their ship to get away from the jungle hell. Other times a worker from a factory might slip an extra few credits to the crews who manage the soda exports, hiding between the crates, heading for either Biesel or Adhomai. Lastly, there are the prison ships, while less in number now that the Administration has decided it is better to deal with things on the spot. They still operate, now mostly carrying insurgents, seditionists, murderers, and other criminals of high caliber who the Pioneer Guard don’t want to deal with.&lt;br /&gt;
&lt;br /&gt;
Those who finally manage to get off of Hro’zamal won’t have it easy with the PRA, but they are afforded a bit more freedom than others. Hro’zamal as a planet serves greatly towards the Republican propaganda, and so its image must be maintained. To this end, officers and investigators are told to intervene, personally, rather than using the official PSIS channels. A colonist behaving a bit more rambunctiously than the PRA would like can always be excused as “human influences”, however, having such a colonist marked on official papers as a degenerate or a seditionist would be undesirable. Still, Hro’zamal colonists can’t get carried away, while they’re afforded a bit more freedom in non-PRA space, anything obvious and loud will still get them sent off to Adhomai for trial.&lt;br /&gt;
&lt;br /&gt;
=Development=&lt;br /&gt;
&lt;br /&gt;
Hro’zamal is known for two things, a large amount of space and that space being occupied by flora. For this, colonists use flamethrowers and machetes to clear any area they are required to settle. Following that comes the hab-blocks. These are modular multi-purpose blocks that can be fitted together to provide shelter, electricity, and water throughout multiple households without the need for extra digging or work. While these hab-blocks were intended to be only a temporary solution, they’ve become a permanent staple of many towns. The colonists are either too busy or in too much danger to create their own permanent households from the native materials. While traditionally white, the colonists have come to personalize these hab-blocks, painting them with a variety of colors and motives. While this is to the dislike of the Hadiist mentality, it is largely tolerated by the administration. Initially, these houses were supposed to come pre-equipped with furniture, however, scarcity has led to only the most critical buildings, hospitals, post offices, and military barracks, being equipped as such. Thus, most settlers make their own furniture, which is often highly personalized. The one exception to all of this is the capital, which has been built since the start with the idea of an ideal Hadiist city. Large, grey blocks dominate the cityscape with little in terms of monuments to speak of outside of the large and dominating statue of President Hadii, pointing a finger towards the sky with a small child looking on in awe. It also houses the relatively large military presence, with very few army bases established outside of the capital.&lt;br /&gt;
&lt;br /&gt;
In regards to travel, most transportation in the jungles is done with the new autogyros, or by the many seas and winding rivers. In terms of land, the settlers themselves prefer using animals or threaded vehicles, while those closer to Muldhir can make use of its established roads and use regular trucks and cars. One critical vehicle are the Jungle-cutters, large, repurposed tanks equipped with massive sawblades, capable of clearing miles of jungle terrain within minutes.&lt;br /&gt;
&lt;br /&gt;
=The Jungle War=&lt;br /&gt;
&lt;br /&gt;
Hro&#039;zamal is currently one of the silent fronts of the Tajara Cold War. What started as an attempt to secede from the negligent and incompetent government, has now become a struggle for survival. While the rebels continue to gain support, they are generally disliked by the populace which considerably cripples their attempts at guerrilla warfare, as they cannot rely on the support of the locals. While third parties have supplied them generously in the past, as the conflict drags on and the rebels lose more and more troops their support has dwindled. As these same parties now turn to other, more promising fronts.&lt;br /&gt;
 &lt;br /&gt;
==Hro&#039;zamal Pioneer Guard==&lt;br /&gt;
&lt;br /&gt;
The defense of Hro&#039;zamal was in the hands of the Orbital Fleet until most were recalled back to Adhomai. As a result, Governor Arrleef Pondiskarr decided to establish a militia force to replace the Republican soldiers: the Hro’zamal Pioneer Guard. Taking pathfinders, farmers, and other colonists and turning them into a ramshackle defense force. While not very well supplied, these men and women are determined to defend their homes.&lt;br /&gt;
These militiamen are armed with outdated Tajaran weapons: bolt action rifles, bayonets, and pistols, rarely a group might receive a machine gun or demolition gear. When deploying in the jungle, they are outfitted with reinforced jumpsuits equipped with primitive water-based cooling systems. Machetes and axes are also a popular choice, and due to the low visibility often become the main armaments of these Tajara.&lt;br /&gt;
&lt;br /&gt;
The Pioneer Guard also acts as the colony&#039;s police force outside of Muldhir, justice is delivered swiftly and often on the spot thanks to their emergency powers. Most small crimes are given a fine, if they don’t have money they are instead beaten or brutalized. While officially criminals should be sent to Adhomai for trial, it’s much easier, faster, and more profitable to simply extort them. Not to mention the danger of sending away someone useful to the colonization effort who might not be easily replaceable. While the locals could turn to the Expeditionary Force, they themselves would rather face the local militia rather than whatever awaits them back home. This doesn’t apply to major criminal offenses, like murder or sedition, perpetrators of these crimes are sent away as they should be, although frequently the evidence and witness gathering leaves much to be desired.&lt;br /&gt;
&lt;br /&gt;
The Pioneer Guard are seen as unreliable by the Expeditionary Force, while loyal they’re much more dedicated to defending their homeland rather than the ideas of PRA. The Pioneer Guard itself does not provide much pay, and so most of them are stationed near their home territories. Eating, sleeping, and working in their houses with their families and neighbors.&lt;br /&gt;
&lt;br /&gt;
==Grand People&#039;s Army Expeditionary Force==&lt;br /&gt;
&lt;br /&gt;
To put down the insurrection, the People&#039;s Republic dispatched their soldiers to Hro&#039;zamal. These troops are known as the Grand People&#039;s Army Expeditionary Force. These loyal soldiers were shipped to an alien world to protect the Hadiist galactic interests. Despite their superior training and equipment, the soldiers were not prepared for jungle warfare. Many were killed in ambushes and surprised by traps. After considerable losses, the Expeditionary Force developed new tactics to deal with the guerrillas; the use of air assault to directly engage the rebels and then retreat to safety. While considered wasteful, it has proven highly effective, inflicting massive casualties against the rebels.&lt;br /&gt;
&lt;br /&gt;
Expeditionary Forces are equipped with Tsarrayut’yan rifles, Icelances, and armored environmental suits. The Expeditionary Force is supported by a contingent of the People&#039;s Air Force, named “Hro’Zamal’s First and Only”. They make frequent use of both gyrodynes and autogyros, for transportation and bombing respectively, and tend to operate in smaller and more cohesive groups than the Pioneer Guard.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Forces also function as a police force in the city of Muldhir from which they conduct operations. Officially they’re also supposed to oversee the Pioneer Guard, but their efforts are mostly focused on the rebels, they’re also partially impeded by the locals who would rather face immediate punishment at the hands of their neighbors. This isn’t helped by the fact that the Expeditionary Forces are clearly much better funded and regarded by the PRA, leading to them having a hostile rivalry with the Pioneer Guard.&lt;br /&gt;
&lt;br /&gt;
==Hro&#039;zamal Sham&#039;tyrs==&lt;br /&gt;
&lt;br /&gt;
Following his failure to take the planet&#039;s capital, Fakhri Oan fled into the jungle to escape from the Republican forces. It was there that he founded the Hro’zamal Sham’tyrs, a liberation force whose stated goal is to create an independent Hadiist republic upon Hro’zamal. The Sham’tyrs launch sporadic hit-and-run strikes against the towns and expeditions on Hro’zamal, which complicated guerrilla warfare as they turned all surrounding villages hostile. They clash with the Pioneer Guard often, as they need to raid and pillage in order to survive since the Expeditionary Force&#039;s air dominance makes it impossible to establish any farms in the jungle. While the Hro’zamal Sham’tyrs stress that their fighters come from the local population, most of the killed fighters are never identified by any of the colonists.&lt;br /&gt;
&lt;br /&gt;
The other major source of gear and supplies has been smugglers, who were always suspected to be funded by both ALA and NKA, hoping to undermine the PRA. But with the armistice signing, these smugglers have reduced in number and amount of gear delivered, forcing the Sham’tyrs to escalate their raids. Oan’s mental state has also come into question as he’s been locked into an impossible-to-navigate situation, struggling to maintain a fight that his own troops nor the Hro’zamal locals want.&lt;br /&gt;
&lt;br /&gt;
=Fauna &amp;amp; Flora=&lt;br /&gt;
&lt;br /&gt;
==Fauna==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rrak&#039;marr (Ghost Light)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Rrak&#039;marr is one of the predators that dwell in the forests of Hro’zamal. They are large snakelike creatures, with their limbless body covered by hard scales and quills. This animal hunts at night, making use of its large and well-adapted eyes to snatch prey with its gargantuan jaws. They were given the name &amp;quot;Ghost Light&amp;quot; by the colonists due to their capacity of emitting light through their eyes and quills. Pathfinders have confused their lights with lanterns or outposts, foolish wandering into these monsters. Xenobiologists suggest that bioluminescence is used to attract mating partners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ishnarak (Jungle Dweller)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This creature has a mythical status among the colonists. Many Tajara claims to have spotted them before, while xenobiologists have denied any evidence of their existence. The Ishnarak is described as a tall humanoid with a strong body covered in red fur, their small head possesses only one eye and a single largemouth located on their stomach. It is not unusual for pathfinders to have their own stories about meeting the jungle dwellers during their explorations. Tales describe them as wary beings, avoiding any contact with the Tajara. Scientists have attempted to find and record the Ishnarak, but no expedition has had success so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hro&#039;zamal N&#039;hanzafu (Hro’zamal Fatshouters)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hro&#039;zamal Fatshouters, despite its name, bears little resemblance to the Adhomian animal. This small fat herbivore is covered by brown leathery skin, its head has tiny eyes and a long trunk used for feeding. They are pacific creatures with a herd mentality, traveling in large groups across the planet. They are hunted by colonists and native predators for their fat meat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Schlorrgo (Fat Baby)&#039;&#039;&#039;&lt;br /&gt;
[[File:A Schlorgo.png|240px|thumb|right|A Schlorrgo.]]&lt;br /&gt;
Schlorrgos live in the jungle mountains, from where they jump down large cliffs, to move to greener pastures in the summer, protected from the impact by their fat blubber. They come in various colors, are described as perfectly smooth except for their beaks, and move by pushing their bodies and rolling in the desired direction. Schlorrgos are now domesticated, serving as either pets or livestock to the Tajara. Schlorrgos are particularly popular for their blubber, used as an insulator, industrial lube, and glue. They can also be harvested for their meat or even milk, however, both are described as low quality and bitter. Schlorrgo milk, in particular, is known to cause violent stomach cramps in Tajara, but has seemingly no effect on other species. Due to their resistance to impacts and brute force, children will often throw or kick around Schlorrgos for fun.&lt;br /&gt;
&lt;br /&gt;
==Flora==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hro&#039;zamal Ras&#039;Nifs (Hro’zamal Heart-Berries)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A climbing plant found on the trees and bushes of the jungle. The Heart-Berries have large leaves, colorful flowers, and red fruits that are known for their seeds. The seeds of the Hro’zamal Ras&#039;Nifs are grounded into a powder that is prepared as an herbal tea. The drink is sweet and is usually consumed cold; it is quite popular among settlers due to its caffeine-like stimulating effect. This plant has become the colony&#039;s most important crop after the introduction of [[People&#039;s Republic of Adhomai#Notable Dishes|Hro&#039;zamal Soda]] to the People&#039;s Republic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Szhigat&#039;shaan (Cinder Trees)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invaluable for their quality wood, the Cinder Trees make up a large part of the jungle in Hro’zamal. The plant has a dense, orange-red heartwood that takes a high shine, and is used in construction and in the fabrication of gun stocks. Red dye can also be extracted from this tree.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Guides&amp;diff=34101</id>
		<title>Template:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Guides&amp;diff=34101"/>
		<updated>2024-08-23T16:42:28Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Rename Aurora to Horizon&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 Horizon&#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; |[[Getting Started]] - [[Combat|Guide to Combat]] - [[Guide to EVA]] - [[Guide to Piloting]] - [[Guide to Gunnery]] - [[Guide_to_Communication_Devices|Guide to Communication]] - [[Corporate Regulations]] - [[Stellar Corporate Conglomerate Occupation Qualifications]] &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]] - [[Guide to Faxes]]&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]] - [[Hacking]] - [[Guide to Atmospherics]] - [[Supermatter Engine]] - [[Guide to the INDRA|INDRA 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 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]] - [[Technomancer]] - [[Improvised_Weapons|Guide to Improvised Weapons]] - [[Uplink]]&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>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Deep_Space&amp;diff=33901</id>
		<title>Deep Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Deep_Space&amp;diff=33901"/>
		<updated>2024-07-20T01:22:54Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Formatting error at Class-7 Biohazard Examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
Charted and uninhabited space in the Orion Spur is referred to as Deep Space, and it is here where the most wonderful oddities known reside. Contrary to uncharted deadspace, the dangers and obstacles are mostly logged and pose little hazard to civilian vessels exploring known territories. As one begins to enter this Deep Space, or anomalous areas such as the [[Tau_Ceti#The_Romanovich_Cloud|Romanovich Cloud]], things get quite strange - from the mysterious, randomly appearing biohazards known as “blobs” to the elegant and delicious space carp, anything is possible. These are a few recurring anomalies seen in Deep Space, and anomalous territories.&lt;br /&gt;
&lt;br /&gt;
==Blobs==&lt;br /&gt;
The level-seven biohazards known as “Blobs” are mysterious and highly dangerous organic growths which appear at random in anomalous areas across Deep Space. Somehow growing spontaneously from a tiny core into a ship-splitting, bulging mass, Blobs are a common threat that trained engineering personnel on NanoTrasen facilities deal with routinely. Though common, they often threaten the stability of facilities they appear upon, forcing their crews to diverge on and cut out the core as soon as possible before irreparable damage occurs. When the core is eliminated, the blob’s entire mass simply falls apart and disintegrates into nothingness, leaving nothing but rubble in its wake. This makes study of them nigh impossible, with only what is apparent available. Without knowing more, NanoTrasen can only hope something to contain a Blob can be created.&lt;br /&gt;
&lt;br /&gt;
==Space Fauna==&lt;br /&gt;
[[File:Spacecarp.gif|thumb|left|A space carp.]] The space-bound &#039;&#039;Cyprinidae carpio&#039;&#039; is the scientific name given to the space-faring creature known as the space carp. They are omnivorous craniates whose origins can not be traced to known space that are closely tied to unknown means of warp travel, permitting migrations over extreme distances and appearances in seemingly random locations. Generally attracted to whatever generates large radio interference or light in the void and dissuaded from large gravity wells, they are most commonly found in deep space or areas with excessive [[bluespace]] activity. The common space carp typically has no definitive lifespan, and feeds primarily on valuable metals and any organic matter when able. Space carp are known to many as a destructive, invasive species due to their large gatherings in the Romanovich Cloud and billions of credits of damage to property there. The space carp itself is quite hostile when encountering any form of organic matter, showing little care for obstacles and frequently smashing windows to get to light and anything else they detect with their bulbous six eyes.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceshark.gif|thumb|left|A space shark.]] Space carp meat is edible to most sophonts after being processed and cleansed of their inherent toxin. Their raw flesh can only be safely eaten by Unathi under most circumstances. These fish have an upper limit to size when encountered, but are believed to grow as long as they are alive. Given that their lifespan is functionally indefinite, the largest Space Carp could be gargantuan - but the biggest ever recorded was a passive, reclusive and solemn entity documented in the Frontier. Referred to as a “space whale,” it wasn’t the only one to reach such a size class at nearly twenty-two meters long. &amp;quot;Space sharks&amp;quot; are a larger variant of &#039;&#039;cyprinidae carpio&#039;&#039; that, over the course of several years, have grown even larger and remain equally aggressive.&lt;br /&gt;
&lt;br /&gt;
Space carp possess an inherent biochemical substance known as “Carpotoxin,” that is used in a wide variety of high-end medications such as Rezadone. It’s unknown exactly how the common Space Carp comes to reproduce, but large carp nests have been located in known space where migrations centralize.&lt;br /&gt;
&lt;br /&gt;
==Hivebots==&lt;br /&gt;
SDARs (Self-Replicating Destructive Automated Robotics), better known as Hivebots are a self replicating group of simple robots with a central “hive” intelligence. Appearing from a bluespace rift in the Romanovich Cloud in 2433, they have since settled in the core worlds as a very minor looming hazard. While the specifics of their past are yet unknown, carbon dating draws their creation as some two million years prior to modern time. As a force, they are negligible, attacking nearby vessels indiscriminately with low-powered and primitive weaponry. Most civilian vessels are able to dispatch of Hivebot parties with inbuilt point defense systems, causing them to be little more than a nuisance wherever they are found. They possess mismatching technology - some advanced teleportation technology utilizing bluespace beacons for precise unhindered force projection, yet at the same time making use of the cheapest available materials to piece themselves together. Encountered to this day are manufacturing facilities dotting known space, some derelict and others dispensing rudimentary Hivebots by the thousands daily. Study into Hivebots has proven worthwhile, fielding many discoveries related to bluespace teleportation.&lt;br /&gt;
&lt;br /&gt;
The term “Hivebots” was earned as a result of their hivemind intelligence, with central “beacons” controlling vast swaths of them in unison. The actual capabilities of these beacons are demonstrated by a typical Hivebot - as the numbers of Hivebots grow, the intellectual capacity of these beacons do as well. While requiring extreme numbers to manifest any basic comprehension beyond simplistic pathfinding and targeting, they nonetheless have demonstrated obvious compound intelligence in their hivemind nature. How far this can go exactly is unknown, as no known Hivebot collectives have grown in sizes beyond the tens of thousands.&lt;br /&gt;
&lt;br /&gt;
==Diona==&lt;br /&gt;
Majestic and chaotic, the untamed Diona, or &#039;&#039;Stellar Dionaea Primo&#039;&#039;, fly through space with no knowledge of civilization or culture - only the desire to feed and grow. Ranging from a single small, cat-sized nymph to the size of a station, the roaming tendrils fly like blobs of jellyfish searching for radiation or nutrients. There aren&#039;t too many documented untamed Diona in space anymore due to over-hunting and the fact that many have been integrated into society to become intelligent, however, some are tagged and studied by researchers aiming to understand Diona&#039;s natural instincts better. They swim through space, only reacting when something gets close enough for them to detect the radiation of engines or the biomass of organisms. These &amp;quot;Wild Ones&amp;quot; are not legally allowed to be killed in Sol Alliance and Nralakk Federation space unless they pose significant threat - but Frontier laws vary depending on system. Poachers will hunt these &amp;quot;Wild Ones&amp;quot; for the massive quantities of metals, minerals and gasses that build up in the center of larger Diona gestalts.&lt;br /&gt;
&lt;br /&gt;
There are intelligent Diona out there, with strange ideals - some intelligent and fervent. Stories of a cluster becoming organized across multiple systems with this new era of technology, spreading an ideology of an ancient All-Being known as the Divine Eternal. Although intelligent, these Diona are not seen as a civilization and instead more as nomads.&lt;br /&gt;
&lt;br /&gt;
==Phoron Worm==&lt;br /&gt;
While closely resembling the earthworm, the scientifically classified &#039;&#039;Vacuum Vermis&#039;&#039; has very little to do with the earth animal. These worms are space fairing, majorly carnivorous and have a specialized element in their diet, phoron. This unique addition to their diet is not only the origin of their nickname, but also the source of their speedy space travel.&lt;br /&gt;
It was previously theorized that these worms spend the majority of their life inside asteroids they inhabit, only resurfacing to feed and spread their young onto other astral bodies. Thanks to new more dedicated observations, this theory has been proven false as it&#039;s been discovered that phoron is instead necessary to their propulsion. Through ingestion and throughout digestion, the unique physiology of the worm allows it to safely absorb and dispense phoron as energy. Allowing it to repeatedly phase in and out of bluespace, &amp;quot;surfing it&amp;quot;. Thus, consumption of phoron is necessary to its procreation and population dispersion process. As a result, these worms are capable of detecting phoron over extreme distances, distances so extreme that even the most sophisticated equipment does not measure up.&lt;br /&gt;
&lt;br /&gt;
In the past Phoron Worms have been a rarity, but with the brutal increase in phoron mining and scarcity in the known space, they&#039;ve become a common sight. On arrival, they will immediately start attacking the crew and mining equipment, agitated by the tremors caused by their movement. After enough phoron is consumed, they will lay eggs on the asteroid which are wrapped in a form of phoron and nutrient rich resin, which will serve as a new start for their young. Finished with procreation and consumption of phoron, they will launch themselves to seek more phoron.&lt;br /&gt;
&lt;br /&gt;
Attempts have been made to capture these creatures, but they&#039;ve proven impossible to capture. Immune to all known forms of sedation within known space, hunters have to rely on capturing them via lures and cages. Yet containment is near impossible, the worms often bashing themselves to death against the walls or trying to propel themselves out, resulting in a violent explosion and the worm&#039;s death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large phoron worms were sighted in major deposits across the Republic of Biesel recently, and attacked the NSS Aurora as part of the [[KING OF THE WORLD]] event arc.&#039;&#039;&#039; This particular species was noted to be a &amp;quot;black trident&amp;quot; worm, a type growing ever more endangered due to the developing scarcity.&lt;br /&gt;
&lt;br /&gt;
==Categorising Deep Space Threats==&lt;br /&gt;
The &#039;&#039;&#039;Interstellar Biohazard Level Index&#039;&#039;&#039; (IBLI) is a measure of the danger posed by biological entities, both in scale and severity. It was initially developed by Professor Charles Holt, a [[Luna|Lunarian]] xenobiologist, in 2410. By 2420, It was adopted by most corporations, as well as the main powers of the Spur, and is now considered the norm when measuring the severity of biohazards across the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
The IBLI is a logarithmic scale. Thus, each level is not twice, but ten times larger than the previous ones. These levels are found by calculating the base size and energy of a biohazard once it is found, the rate at which it expands, and its immediate danger (as in how harmful/deadly it is to the people around it.) To this is subtracted the limits of its environment (a room, a ship, a planet, and so on), how hard it is for the hazard to pass through these limits if it even can, as well as how resilient to the hazard the potential victims can prove (for instance, slimes prove more dangerous to a human population than a [[Skrell]] one.)&lt;br /&gt;
&lt;br /&gt;
Contrary to non-biohazardous threats, like a solar flare or an asteroid, biohazards have the ability to develop and grow if left unattended, and the threat they pose is often based on projections, were these not to be dealt with quickly enough. This is where the true danger lies, thus a low-scale biohazard can still prove just as dangerous as a higher-level one if not dealt with for too long. While some seemingly powerful threats can be initially impressive, they may be hampered by a lack of potential in their ability to expand, and vice-versa. For instance, a Lii’dra invasion force is counted as Level 9 Biohazard (Stellar-Level Threat) and not a Level 10 (Interstellar-Level Threat), for while it is initially powerful, this invasion force lacks the ability to expand in scale and energy, and replace eventual losses fast enough to reach this scale.&lt;br /&gt;
The ten levels are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot;&lt;br /&gt;
|+ Interstellar Biohazard Level Index&lt;br /&gt;
|-&lt;br /&gt;
! Magnitude !! Description !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Less than 1 || &#039;&#039;&#039;Lifeless Environment.&#039;&#039;&#039; This not only denotes the absence of life but also the absence of any kind of environment compatible with most forms of life, reducing the chances of a Biohazard even appearing on its own to near-0. || - Vacuum&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Life-Compatible Environment.&#039;&#039;&#039; This denotes the absence of life, but not the inability of the local environment to bear it. It is counted as a Biohazard level, as low and inconsequential as it may be, for its ability to bear life has a small chance of bearing biohazardous forms of life || - Life-compatible atmosphere&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Ambient-Life.&#039;&#039;&#039; This does not denote the presence of an actual Biohazard, though the presence of life makes it much more likely for a Biohazard to appear than on level 1, where life has yet to develop. || Life-bearing worlds&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || &#039;&#039;&#039;Common Biohazards.&#039;&#039;&#039; These Biohazards are common (and in truth, normal) in any life-bearing world. Some can prove much more dangerous than others, hence why this category encompasses two levels. These may also prove much more dangerous in different environments, for instance, a common benign disease in one population has the potential to be quite deadly in a totally alien one. Level 3 is often found on worlds where the local climate makes it generally harder for life to develop, examples being Adhomai or Modern Moroz. Level 4 is instead found on worlds brimming with life, such as Earth, or Pre-Contact War Moghes. || - Common diseases&lt;br /&gt;
- Toxins from biological sources&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Threats.&#039;&#039;&#039; From this level, the IBLI becomes truly relevant. These Biohazards are not overwhelmingly dangerous in their own right, but if left unchecked for too long, can cause disastrous damage to populations and materials alike. From this level on, Biohazards can no longer be ignored. || - “Wallrot” fungi&lt;br /&gt;
- Virulent/lethal diseases&lt;br /&gt;
- Some recorded anomalies&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Major Threats.&#039;&#039;&#039; Level 6 Biohazards are recorded regularly across the entire spur but are generally not a source of worries for people on a local, planetary scale, and who live far from the possible source of some of these Biohazards (A xenobiological laboratory for instance.) || - Uncontained slimes (among a non-Skrellian population)&lt;br /&gt;
- Highly-virulent/lethal epidemic diseases&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Critical Threats.&#039;&#039;&#039; Level 7 Biohazards, just like level 6 Biohazards, can be common depending on the location. Biohazard-rich areas thus often require professionals like trained engineers, scientists and the like to deal with these as swiftly as possible, for Critical Threats can not only prove incredibly deadly if left unattended, but exponentially harder to deal with as well if allowed to grow for too long. || - Blobs&lt;br /&gt;
- Shipbound vine sprouts&amp;lt;br&amp;gt;&lt;br /&gt;
- K’ois outbreak&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Planetary Threats.&#039;&#039;&#039; Level 8 Biohazards, also called “Bio-extinction events” in some circles, are apocalyptic events that can destroy all or almost all forms of life in an inhabited world. || - Chemical weapons of mass Destructions&lt;br /&gt;
- Black k’ois&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Stellar Threats.&#039;&#039;&#039; Level 9 Biohazards are extremely rare but have been recorded on multiple occasions. These can compromise an entire solar system if not dealt with immediately, and if left unchecked for too long, have the potential to expand to other stars as well. No non-sentient Biohazard has ever been recorded on this level and the level of intelligence of these entities plays a large role in the immediate danger they pose. || - Lii’dra invasion force&lt;br /&gt;
- (Hostile) Cetus diona form&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Interstellar Threats.&#039;&#039;&#039; No level 10 Biohazard has ever been recorded, the scale still exists purely for theory’s sake. A level 10 Biohazard would have the power to destroy or take over entire worlds, and its ability to expand would make it night unstoppable considering modern technological levels. The only way to stop a level 10 Biohazard would be immediate response and the use of overwhelming means. What makes them most dangerous, however, is that due to their sheer scale, it’s quite possible that level 10 Biohazards would achieve some kind of singularity, depending on their level of intelligence. || - Titan diona form (theorized)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also theorising of an 11th biohazard level in some circles. A Level 11 Biohazard would be a Galactic Threat, able to encompass an entire galaxy the size of the Milky Way if not dealt with immediately. The entire Spur would not be able to deal with a level 11 Biohazard if it were to appear, but thankfully most scientists assume that it never will. Indeed, not only would a level 11 biohazard require impossible amounts of initial mass and energy, but the expansion rate to fit within this category would be literally physics-breaking. Not only that, but a biohazard of this scale, one that can cover up and outgrow an entire galaxy, should be visible all the way from the Milky Way. Yet, none have ever witnessed anything of this sort in known history.&lt;br /&gt;
&lt;br /&gt;
The IBLI has been adopted by all companies within the SCC and is used as a scale for its alerts. Its workers are expected to have at least a rough idea of the level of threat each level describes; especially those that are most often in contact with biohazards such as scientists and medical workers.&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=33165</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=33165"/>
		<updated>2024-06-04T03:51:38Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Typo in Morphine OD Side Effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TrailingMechanics}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; 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, or better yet submit an edit yourself and wait for it to be approved.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
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 20 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 Vaurca:&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 Vaurca:&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 {{anchor|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;
!style=&#039;background-color:#c9e5f5;&#039;|Water&lt;br /&gt;
|&lt;br /&gt;
*Quenches thirst.&lt;br /&gt;
|A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
|2u/tick ingested&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;
*If body is below 189K:&lt;br /&gt;
**Heals arterial bleeding.&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 when patient has a dose greater than 30u and is experiencing the overdose.&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;
|15u, does not have a chance of healing arterial bleeding&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Coagzolug}}Coagzolug&lt;br /&gt;
|1 [[#Tricordrazine|Tricordrazine]], 1 [[#Antidexafen|Antidexafen]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Slows down external bleeding by 30%, and arterial bleeding by 20%.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
|A medicine that was stumbled upon by accident, coagzolug encourages blood to clot and slow down bleeding. An overdose causes dangerous blood clots capable of harming the heart..&lt;br /&gt;
|0.06u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, heart damage&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;
**Does not raise oxygenation in the case of blood loss or heart damage.&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;
*If inhaled:&lt;br /&gt;
**Removes [[#Lexorin|Lexorin]] twice as fast.&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.&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;
**Does not raise oxygenation in the case of blood loss or heart damage.&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;
*If inhaled:&lt;br /&gt;
**Removes [[#Lexorin|Lexorin]] twice as fast.&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.&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 from any amount of damage less than necrosis.&lt;br /&gt;
*Protects the liver and kidneys from poisons in the bloodstream. Increases the liver&#039;s filtration efficiency while poisoned.&lt;br /&gt;
*Removes the [[#Zombie Powder|Zombie Powder]] and Toxin reagents from the bloodstream. Metabolizes both them and itself more quickly in the process.&lt;br /&gt;
*Reduces hallucinations.&lt;br /&gt;
*Reduces drowsiness.&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;
*Minorly heals the brain if oxygenation is above 85%.&lt;br /&gt;
*Allows patient to breathe even if heart is stopped.&lt;br /&gt;
*Slows external 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;
*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;
|20u, chest pain, very small chance of curing organ rejection completely&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;
*When body is below 192K:&lt;br /&gt;
**Heals disfigurement.&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]], 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Depending on the temperature of the compound:&lt;br /&gt;
**Barely heals brute damage.&lt;br /&gt;
**Barely heals 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 blood oxygenation is greater than or equal to 85%:&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;
*If blood oxygenation is less than 85%:&lt;br /&gt;
**Does nothing.&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;
*If body is below 186K:&lt;br /&gt;
**Heals organs twice as fast.&lt;br /&gt;
**Causes benign tumour growth.&lt;br /&gt;
*When in extracool cryogenic conditions below 153K and alongside an antibiotic:&lt;br /&gt;
**Can denecrotise livers and kidneys.&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 [[#Antidexafen|Antidexafen]], 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|Cytophenolate}}Cytophenolate&lt;br /&gt;
|1 Ethanol, 1 [[#Fluvectionem|Fluvectionem]], 1u Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*If the donor and recipient are of the same species but different blood types, 10 units or more of cytophenolate will gradually reduce the severity of organ rejection until it cures organ rejection entirely, switching the donated organ&#039;s blood type to that of the recipient.&lt;br /&gt;
**Cytophenolate is a slow acting drug, and patients need persistent doses until the rejection goes away.&lt;br /&gt;
*If the donor and recipient are of different species, cytophenolate will never cure the organ rejection only prevent the symptoms of the rejection form worsening.&lt;br /&gt;
*Actively hinders any antibiotics like [[#Thetamycin|thetamycin]]&lt;br /&gt;
|Cytophenolate is a new immunosuppressant drug designed for mitigating rejection effects from organ transplantations.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, weakness, dizziness, and vomiting&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 damages 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;
|&lt;br /&gt;
*Blood thinning.&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;
|&lt;br /&gt;
* Blood thinning.&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;
|&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|Helmizole}}Helmizole&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], [[#Fluvectionem|Fluvectionem]], 1 [[#Leporazine|Leporazine]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes parasites from the brain&lt;br /&gt;
**After about 5 minutes, the parasite&#039;s symptoms are alleviated&lt;br /&gt;
**After about 7.5 minutes, the parasite is killed&lt;br /&gt;
|Helmizole is an anti-helminthic medication which combats parasitic worm infections, compromising their nervous system and inducing respiratory paralysis.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, causes parasite to develop drug resistance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Inacusiate}}Inacusiate&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], 1 Carbon, 1 Sulfur = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals hearing damage.&lt;br /&gt;
|TODO&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, terrible headaches&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;
*Regulates fevers.&lt;br /&gt;
*Inhibits effects of [[#Pyrosilicate|Pyrosilicate]] and [[#Cryosilicate|Cryosilicate]] on 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. When mixed with other temperature altering chemicals, it can induce rapid changes in the body&#039;s core temperature.&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;
*Restores blood.&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;
*Forces tumours into recession.&lt;br /&gt;
|Ryetalyn is a novel, highly advanced, broad-spectrum medication, developed by an independent team of Solarian 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|Steramycin}}Steramycin&lt;br /&gt;
|2 [[#Thetamycin|Thetamycin]], 1 [[#Sterilizine|Sterilizine]], 1 Radium = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If infection has yet to show:&lt;br /&gt;
**Reduces germ level, the variable that triggers infections once it reaches 100&lt;br /&gt;
*If infection has manifested:&lt;br /&gt;
**Does nothing&lt;br /&gt;
|A preventative antibiotic that will stop small infections from growing, but only if administered early. Has no effect on internal organs, wounds, or if the infection has grown beyond its early stages.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, dizziness, minor toxins&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;
**Treats infections, the speed of recovery dependent on the severity of the infection.&lt;br /&gt;
*Effects at &amp;gt;=5u dosage&lt;br /&gt;
**Does the same as the above.&lt;br /&gt;
**Mild - and types of mild - infections are instantly cured.&lt;br /&gt;
**Prevents septic infections from spreading to other limbs.&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, vomiting&lt;br /&gt;
|}&lt;br /&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;
! 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=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Antidexafen}}Antidexafen&lt;br /&gt;
| 1 Tungsten, 1 Carbon, 1 Water = 3 units&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=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Perconol}}Perconol&lt;br /&gt;
| 1 Sugar, 1 Water, 1 [[#Mortaphenyl|Mortaphenyl]] = 3 units&lt;br /&gt;
| * Moderately kills pain.&amp;lt;br /&amp;gt;**Painkiller effect is slightly stronger if injected, rather than ingested.&amp;lt;br /&amp;gt;*Lowers fevers.&amp;lt;br /&amp;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. Paracetamol&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=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Mortaphenyl}}Mortaphenyl&lt;br /&gt;
| 1 Acetone, 1 Ethanol, 1 [[#Inaprovaline|Inaprovaline]] = 3 units&lt;br /&gt;
| *Effectively kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;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. Tramadol&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&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=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Morphine}}Morphine&lt;br /&gt;
| Process and refine from opium poppies&lt;br /&gt;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhaled&lt;br /&gt;
| Morphine is a very strong medication derived from the opium plant. It is extremely effective at treating severe pain. The drug is highly addictive and sense-numbing. Unlike other painkillers, morphine can be inhaled.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 10u, hallucinations, seizures, drugginess, nausea, restricted breathing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Tramarine}}Tramarine&lt;br /&gt;
| 1 Potassium Chloride, 1 [[#Polysomnide|Polysomnide]], 5 Sodium (catalyst) = 1 unit&lt;br /&gt;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhaled&lt;br /&gt;
| Tramarine is a synthetic form of morphine developed by NanoTrasen early in its history, that can be used in its place for most medical purposes. It is known to be more dangerous however with alcohol, other opiods, or an overdose.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 15u, hallucinations, seizures, drugginess, nausea, restricted breathing, fever, increased pulse&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Oxycomorphine}}Oxycomorphine&lt;br /&gt;
| 1 [[#Morphine|Morphine]], 1 [[#Mortaphenyl|Mortaphenyl]], 5 Phoron (catalyst) = 2 units&amp;lt;br /&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br /&amp;gt;1 [[#Mortaphenyl|Mortaphenyl]], 1 [[#Tramarine|Tramarine]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
| *Ludicrously kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective 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. Unlike other painkillers, oxycomorphine can be inhaled. Oxycodone&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes intense hallucinations, the feeling of drugginess, and restricted breathing if patient&#039;s BAC is greater than 0.04%&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;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;
*Significantly increases the chance that chest compressions (CPR) will restart the heart while in the bloodstream.&lt;br /&gt;
*Doses &amp;gt;5u have a chance to automatically restart the heart, if able. Consumes 5u each time this happens. &lt;br /&gt;
**Moderately damages the heart if restarted this way.&lt;br /&gt;
*Increases heart rate.&lt;br /&gt;
**Further increases as more adrenaline is metabolized.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
**Painkiller effect diminishes as more adrenaline is metabolized.&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, 1 [[#NACL|Sodium Chloride]], 0.5 Sugar, 5 Phoron (catalyst) = 2 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;
|2 [[#Alkysine|Alkysine]], 0.5 Phoron, 1 [[#Clonexadone|Clonexadone]], 5 [[#Cryosilicate|Cryosilicate]] as catalyst = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*If the body is below 170K:&lt;br /&gt;
**Restores 7.5% Brain Activity per tick regardless of Blood Oxygenation level.&lt;br /&gt;
**Causes side-effects.&lt;br /&gt;
***Equates to 40% increase in Brain Activity before liver failure.&lt;br /&gt;
*If the body is above 170K:&lt;br /&gt;
**75% chance to raise Brain Activity by 2% per tick regardless of Blood Oxygenation level.&lt;br /&gt;
**Causes painshock alongside side-effects.&lt;br /&gt;
***This equates to 25% increase in Brain Activity before liver failure in ideal conditions.&lt;br /&gt;
|Cataleptinol is a highly advanced, expensive medication capable of regenerating the most damaged of brain tissues. Cataleptinol is used alongside cryogenic treatment to rapidly restore brain tissues, however it is hard on the liver. It can be used outside of cryogenic treatment, however this is risky and unreliable, as well as difficult without the use of an IV to avoid overdose. Because of this, using Cataleptinol outside of cryogenic treatment is relegated to severe emergencies only.&lt;br /&gt;
|0.6u/tick&lt;br /&gt;
|&lt;br /&gt;
*Hallucinations&lt;br /&gt;
*Blood thinning&lt;br /&gt;
*Liver damage&lt;br /&gt;
|3u, severe seizures, liver failure, brain damage&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;
*Prevents effects of cold on the body.&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;
**Slightly heals organ damage; only heals the brain if brain activity is above 50%.&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 cryogenics industry.&lt;br /&gt;
|0.6u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u, genetic damage, severe eye damage&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;
*Prevents effects of cold on the body.&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;
**Mildly heals organ damage; only heals the brain if brain activity is above 50%.&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 cryogenics industry.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u, genetic damage, severe eye damage&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. Do note that many of the effects being suppressed no longer exist, which means a lot of these medicines serve a roleplay purpose rather than a mechanical one, though any medicines that suppress stuttering and hallucinations do still work.&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;
|10u, 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|Co&#039;qnixq Wuxi}}Co&#039;qnixq Wuxi&lt;br /&gt;
|1 Wulumunusha, 1 Synaptizine, 1 emoxanyl = 3u&lt;br /&gt;
|&lt;br /&gt;
*Increases stamina.&lt;br /&gt;
*Increases concentration and motivation.&lt;br /&gt;
|Co&#039;qnixq Wuxi, or Co&#039;qnixq Nootropic, has existed since before Glorsh, and was developed as a cognitive enhancer for Skrell with on-set dementia. When taken, one&#039;s consciousness is heightened greatly alongside receiving mild energy boost. Frequently used as a &#039;smart drug&#039; by students and scientists.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|10u, increases running speed, damages kidneys&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 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|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|Joy}}Joy&lt;br /&gt;
|1 neurapan, 2 heroin = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Causes paralysis.&lt;br /&gt;
|An expensive and illegal drug often abused by those who find no other means to numb their physical and mental pains. A Joy addict is a truly sad sight.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u&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 [[#Stimm|Stimm]], 1 [[#Synaptizine|Synaptizine]], 0.1 Phoron  = 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;
**Reseting pain.&lt;br /&gt;
***Reduces further pain.&lt;br /&gt;
**Ability to smash windows barehanded.&lt;br /&gt;
*If body is below 151K:&lt;br /&gt;
**Can repair fractured bones.&lt;br /&gt;
**Drains 15-30 blood per tick; on successful fracture repair, drains 30-60 blood.&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, slow heart damage.&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;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Xu&#039;Xi Gas}}Xu&#039;Xi Gas&lt;br /&gt;
|2 dexalin, 2 space drugs, 1 truth serum at 137 degrees Celsius = 5u&lt;br /&gt;
|&lt;br /&gt;
*Calms emotions.&lt;br /&gt;
*Causes suggestibility.&lt;br /&gt;
|A recreational drug hailing from Qerr&#039;Malic that must be inhaled. It produces a mild high similar to Wulumunusha and is known to make users susceptible to persuasion. Most forms of Xu&#039;Xi Gas found outside of the Nralakk Federation are cheap, synthetic substitutes. Only works when inhaled.&lt;br /&gt;
|0.2u/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|Stimm}}Stimm&lt;br /&gt;
|1 Fuel, 5 [[Guide_to_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;
|&amp;lt;!---1 [[#Phoron Salts|Phoron Salts]], 1 [[#Ryetalyn|Ryetalyn]] = 1 unit---&amp;gt;N/A, obtained through [[Uplink|less than legitimate means]]&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;
&amp;lt;!--- the reagents below are supposedly no longer in the game. they are hidden from normal view, and exist here for posterity&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;
---&amp;gt;&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 Sulfur = 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|Gunpowder}}Gunpowder&lt;br /&gt;
|1 Carbon, 1 Potassium, 1 Sulfur = 1u Gunpowder&lt;br /&gt;
|&lt;br /&gt;
*Used as propellant for musket bullets.&lt;br /&gt;
|Flammable, explosive powder. Used in a drink recipe.&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;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Zoranefire}}Zo&#039;rane Fire&lt;br /&gt;
|2 [[#Nitro|Nitroglycerin]], 2 [[#Pyrosilicate|Pyrosilicate]], 3 Phoron, 3 [[#Gel|Inert Gel]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Highly flammable.&lt;br /&gt;
|A highly flammable and cohesive gel once used commonly in the tunnels of Sedantis.&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 Vaurca&#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|Condensed Capsaicin}}Condensed Capsaicin&lt;br /&gt;
|2u capsaicin, 5u Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes severe pain, visual impairment, and coughing.&lt;br /&gt;
|A chemical agent used for self-defense and in police work.&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|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|Cryosilicate}}Cryosilicate&lt;br /&gt;
|1 Ice, 1 Sodium, 1 [[#Silicate|Silicate]] = 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;
*Significantly lowers body temperature.&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;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Glucose}}Glucose&lt;br /&gt;
|5 Nutriment, 5 Sulfuric Acid (catalyst) = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Serves as nutriment.&lt;br /&gt;
|&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 (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|Gel}}Inert Gel&lt;br /&gt;
|1 Sulfuric Acid, 1 Aluminium, 1 Sugar, 3 [[#Surfactant|Azosurfactant]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
| A particularly adhesive but otherwise inert and harmless gel.&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 compound that interacts with blood on the molecular level.&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|Phoron Solidification}}Phoron Solidification&lt;br /&gt;
|5 iron, 5 frost oil, 20 phoron = 1 sheet of phoron.&lt;br /&gt;
|Turns liquid phoron to solid phoron.&lt;br /&gt;
|&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|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 [[#Cryosilicate|Cryosilicate]].&lt;br /&gt;
*Significantly raises body temperature&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;
{{Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=33153</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=33153"/>
		<updated>2024-06-02T17:28:53Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Morphine and Tramarine OD changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TrailingMechanics}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; 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, or better yet submit an edit yourself and wait for it to be approved.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
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 20 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 Vaurca:&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 Vaurca:&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 {{anchor|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;
!style=&#039;background-color:#c9e5f5;&#039;|Water&lt;br /&gt;
|&lt;br /&gt;
*Quenches thirst.&lt;br /&gt;
|A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
|2u/tick ingested&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;
*If body is below 189K:&lt;br /&gt;
**Heals arterial bleeding.&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 when patient has a dose greater than 30u and is experiencing the overdose.&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;
|15u, does not have a chance of healing arterial bleeding&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Coagzolug}}Coagzolug&lt;br /&gt;
|1 [[#Tricordrazine|Tricordrazine]], 1 [[#Antidexafen|Antidexafen]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Slows down external bleeding by 30%, and arterial bleeding by 20%.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
|A medicine that was stumbled upon by accident, coagzolug encourages blood to clot and slow down bleeding. An overdose causes dangerous blood clots capable of harming the heart..&lt;br /&gt;
|0.06u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, heart damage&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;
**Does not raise oxygenation in the case of blood loss or heart damage.&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;
*If inhaled:&lt;br /&gt;
**Removes [[#Lexorin|Lexorin]] twice as fast.&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.&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;
**Does not raise oxygenation in the case of blood loss or heart damage.&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;
*If inhaled:&lt;br /&gt;
**Removes [[#Lexorin|Lexorin]] twice as fast.&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.&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 from any amount of damage less than necrosis.&lt;br /&gt;
*Protects the liver and kidneys from poisons in the bloodstream. Increases the liver&#039;s filtration efficiency while poisoned.&lt;br /&gt;
*Removes the [[#Zombie Powder|Zombie Powder]] and Toxin reagents from the bloodstream. Metabolizes both them and itself more quickly in the process.&lt;br /&gt;
*Reduces hallucinations.&lt;br /&gt;
*Reduces drowsiness.&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;
*Minorly heals the brain if oxygenation is above 85%.&lt;br /&gt;
*Allows patient to breathe even if heart is stopped.&lt;br /&gt;
*Slows external 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;
*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;
|20u, chest pain, very small chance of curing organ rejection completely&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;
*When body is below 192K:&lt;br /&gt;
**Heals disfigurement.&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]], 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Depending on the temperature of the compound:&lt;br /&gt;
**Barely heals brute damage.&lt;br /&gt;
**Barely heals 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 blood oxygenation is greater than or equal to 85%:&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;
*If blood oxygenation is less than 85%:&lt;br /&gt;
**Does nothing.&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;
*If body is below 186K:&lt;br /&gt;
**Heals organs twice as fast.&lt;br /&gt;
**Causes benign tumour growth.&lt;br /&gt;
*When in extracool cryogenic conditions below 153K and alongside an antibiotic:&lt;br /&gt;
**Can denecrotise livers and kidneys.&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 [[#Antidexafen|Antidexafen]], 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|Cytophenolate}}Cytophenolate&lt;br /&gt;
|1 Ethanol, 1 [[#Fluvectionem|Fluvectionem]], 1u Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*If the donor and recipient are of the same species but different blood types, 10 units or more of cytophenolate will gradually reduce the severity of organ rejection until it cures organ rejection entirely, switching the donated organ&#039;s blood type to that of the recipient.&lt;br /&gt;
**Cytophenolate is a slow acting drug, and patients need persistent doses until the rejection goes away.&lt;br /&gt;
*If the donor and recipient are of different species, cytophenolate will never cure the organ rejection only prevent the symptoms of the rejection form worsening.&lt;br /&gt;
*Actively hinders any antibiotics like [[#Thetamycin|thetamycin]]&lt;br /&gt;
|Cytophenolate is a new immunosuppressant drug designed for mitigating rejection effects from organ transplantations.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, weakness, dizziness, and vomiting&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 damages 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;
|&lt;br /&gt;
*Blood thinning.&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;
|&lt;br /&gt;
* Blood thinning.&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;
|&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|Helmizole}}Helmizole&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], [[#Fluvectionem|Fluvectionem]], 1 [[#Leporazine|Leporazine]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes parasites from the brain&lt;br /&gt;
**After about 5 minutes, the parasite&#039;s symptoms are alleviated&lt;br /&gt;
**After about 7.5 minutes, the parasite is killed&lt;br /&gt;
|Helmizole is an anti-helminthic medication which combats parasitic worm infections, compromising their nervous system and inducing respiratory paralysis.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, causes parasite to develop drug resistance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Inacusiate}}Inacusiate&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], 1 Carbon, 1 Sulfur = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals hearing damage.&lt;br /&gt;
|TODO&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, terrible headaches&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;
*Regulates fevers.&lt;br /&gt;
*Inhibits effects of [[#Pyrosilicate|Pyrosilicate]] and [[#Cryosilicate|Cryosilicate]] on 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. When mixed with other temperature altering chemicals, it can induce rapid changes in the body&#039;s core temperature.&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;
*Restores blood.&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;
*Forces tumours into recession.&lt;br /&gt;
|Ryetalyn is a novel, highly advanced, broad-spectrum medication, developed by an independent team of Solarian 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|Steramycin}}Steramycin&lt;br /&gt;
|2 [[#Thetamycin|Thetamycin]], 1 [[#Sterilizine|Sterilizine]], 1 Radium = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If infection has yet to show:&lt;br /&gt;
**Reduces germ level, the variable that triggers infections once it reaches 100&lt;br /&gt;
*If infection has manifested:&lt;br /&gt;
**Does nothing&lt;br /&gt;
|A preventative antibiotic that will stop small infections from growing, but only if administered early. Has no effect on internal organs, wounds, or if the infection has grown beyond its early stages.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, dizziness, minor toxins&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;
**Treats infections, the speed of recovery dependent on the severity of the infection.&lt;br /&gt;
*Effects at &amp;gt;=5u dosage&lt;br /&gt;
**Does the same as the above.&lt;br /&gt;
**Mild - and types of mild - infections are instantly cured.&lt;br /&gt;
**Prevents septic infections from spreading to other limbs.&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, vomiting&lt;br /&gt;
|}&lt;br /&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;
! 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=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Antidexafen}}Antidexafen&lt;br /&gt;
| 1 Tungsten, 1 Carbon, 1 Water = 3 units&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=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Perconol}}Perconol&lt;br /&gt;
| 1 Sugar, 1 Water, 1 [[#Mortaphenyl|Mortaphenyl]] = 3 units&lt;br /&gt;
| * Moderately kills pain.&amp;lt;br /&amp;gt;**Painkiller effect is slightly stronger if injected, rather than ingested.&amp;lt;br /&amp;gt;*Lowers fevers.&amp;lt;br /&amp;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. Paracetamol&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=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Mortaphenyl}}Mortaphenyl&lt;br /&gt;
| 1 Acetone, 1 Ethanol, 1 [[#Inaprovaline|Inaprovaline]] = 3 units&lt;br /&gt;
| *Effectively kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;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. Tramadol&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&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=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Morphine}}Morphine&lt;br /&gt;
| Process and refine from opium poppies&lt;br /&gt;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhaled&lt;br /&gt;
| Morphine is a very strong medication derived from the opium plant. It is extremely effective at treating severe pain. The drug is highly addictive and sense-numbing. Unlike other painkillers, morphine can be inhaled.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 10u, hallucinations, serizures, drugginess, nausea, restricted breathing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Tramarine}}Tramarine&lt;br /&gt;
| 1 Potassium Chloride, 1 [[#Polysomnide|Polysomnide]], 5 Sodium (catalyst) = 1 unit&lt;br /&gt;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhaled&lt;br /&gt;
| Tramarine is a synthetic form of morphine developed by NanoTrasen early in its history, that can be used in its place for most medical purposes. It is known to be more dangerous however with alcohol, other opiods, or an overdose.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 15u, hallucinations, seizures, drugginess, nausea, restricted breathing, fever, increased pulse&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Oxycomorphine}}Oxycomorphine&lt;br /&gt;
| 1 [[#Morphine|Morphine]], 1 [[#Mortaphenyl|Mortaphenyl]], 5 Phoron (catalyst) = 2 units&amp;lt;br /&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br /&amp;gt;1 [[#Mortaphenyl|Mortaphenyl]], 1 [[#Tramarine|Tramarine]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
| *Ludicrously kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective 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. Unlike other painkillers, oxycomorphine can be inhaled. Oxycodone&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes intense hallucinations, the feeling of drugginess, and restricted breathing if patient&#039;s BAC is greater than 0.04%&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;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;
*Significantly increases the chance that chest compressions (CPR) will restart the heart while in the bloodstream.&lt;br /&gt;
*Doses &amp;gt;5u have a chance to automatically restart the heart, if able. Consumes 5u each time this happens. &lt;br /&gt;
**Moderately damages the heart if restarted this way.&lt;br /&gt;
*Increases heart rate.&lt;br /&gt;
**Further increases as more adrenaline is metabolized.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
**Painkiller effect diminishes as more adrenaline is metabolized.&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, 1 [[#NACL|Sodium Chloride]], 0.5 Sugar, 5 Phoron (catalyst) = 2 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;
|2 [[#Alkysine|Alkysine]], 0.5 Phoron, 1 [[#Clonexadone|Clonexadone]], 5 [[#Cryosilicate|Cryosilicate]] as catalyst = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*If the body is below 170K:&lt;br /&gt;
**Restores 7.5% Brain Activity per tick regardless of Blood Oxygenation level.&lt;br /&gt;
**Causes side-effects.&lt;br /&gt;
***Equates to 40% increase in Brain Activity before liver failure.&lt;br /&gt;
*If the body is above 170K:&lt;br /&gt;
**75% chance to raise Brain Activity by 2% per tick regardless of Blood Oxygenation level.&lt;br /&gt;
**Causes painshock alongside side-effects.&lt;br /&gt;
***This equates to 25% increase in Brain Activity before liver failure in ideal conditions.&lt;br /&gt;
|Cataleptinol is a highly advanced, expensive medication capable of regenerating the most damaged of brain tissues. Cataleptinol is used alongside cryogenic treatment to rapidly restore brain tissues, however it is hard on the liver. It can be used outside of cryogenic treatment, however this is risky and unreliable, as well as difficult without the use of an IV to avoid overdose. Because of this, using Cataleptinol outside of cryogenic treatment is relegated to severe emergencies only.&lt;br /&gt;
|0.6u/tick&lt;br /&gt;
|&lt;br /&gt;
*Hallucinations&lt;br /&gt;
*Blood thinning&lt;br /&gt;
*Liver damage&lt;br /&gt;
|3u, severe seizures, liver failure, brain damage&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;
*Prevents effects of cold on the body.&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;
**Slightly heals organ damage; only heals the brain if brain activity is above 50%.&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 cryogenics industry.&lt;br /&gt;
|0.6u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u, genetic damage, severe eye damage&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;
*Prevents effects of cold on the body.&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;
**Mildly heals organ damage; only heals the brain if brain activity is above 50%.&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 cryogenics industry.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u, genetic damage, severe eye damage&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. Do note that many of the effects being suppressed no longer exist, which means a lot of these medicines serve a roleplay purpose rather than a mechanical one, though any medicines that suppress stuttering and hallucinations do still work.&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;
|10u, 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|Co&#039;qnixq Wuxi}}Co&#039;qnixq Wuxi&lt;br /&gt;
|1 Wulumunusha, 1 Synaptizine, 1 emoxanyl = 3u&lt;br /&gt;
|&lt;br /&gt;
*Increases stamina.&lt;br /&gt;
*Increases concentration and motivation.&lt;br /&gt;
|Co&#039;qnixq Wuxi, or Co&#039;qnixq Nootropic, has existed since before Glorsh, and was developed as a cognitive enhancer for Skrell with on-set dementia. When taken, one&#039;s consciousness is heightened greatly alongside receiving mild energy boost. Frequently used as a &#039;smart drug&#039; by students and scientists.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|10u, increases running speed, damages kidneys&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 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|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|Joy}}Joy&lt;br /&gt;
|1 neurapan, 2 heroin = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Causes paralysis.&lt;br /&gt;
|An expensive and illegal drug often abused by those who find no other means to numb their physical and mental pains. A Joy addict is a truly sad sight.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u&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 [[#Stimm|Stimm]], 1 [[#Synaptizine|Synaptizine]], 0.1 Phoron  = 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;
**Reseting pain.&lt;br /&gt;
***Reduces further pain.&lt;br /&gt;
**Ability to smash windows barehanded.&lt;br /&gt;
*If body is below 151K:&lt;br /&gt;
**Can repair fractured bones.&lt;br /&gt;
**Drains 15-30 blood per tick; on successful fracture repair, drains 30-60 blood.&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, slow heart damage.&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;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Xu&#039;Xi Gas}}Xu&#039;Xi Gas&lt;br /&gt;
|2 dexalin, 2 space drugs, 1 truth serum at 137 degrees Celsius = 5u&lt;br /&gt;
|&lt;br /&gt;
*Calms emotions.&lt;br /&gt;
*Causes suggestibility.&lt;br /&gt;
|A recreational drug hailing from Qerr&#039;Malic that must be inhaled. It produces a mild high similar to Wulumunusha and is known to make users susceptible to persuasion. Most forms of Xu&#039;Xi Gas found outside of the Nralakk Federation are cheap, synthetic substitutes. Only works when inhaled.&lt;br /&gt;
|0.2u/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|Stimm}}Stimm&lt;br /&gt;
|1 Fuel, 5 [[Guide_to_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;
|&amp;lt;!---1 [[#Phoron Salts|Phoron Salts]], 1 [[#Ryetalyn|Ryetalyn]] = 1 unit---&amp;gt;N/A, obtained through [[Uplink|less than legitimate means]]&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;
&amp;lt;!--- the reagents below are supposedly no longer in the game. they are hidden from normal view, and exist here for posterity&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;
---&amp;gt;&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 Sulfur = 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|Gunpowder}}Gunpowder&lt;br /&gt;
|1 Carbon, 1 Potassium, 1 Sulfur = 1u Gunpowder&lt;br /&gt;
|&lt;br /&gt;
*Used as propellant for musket bullets.&lt;br /&gt;
|Flammable, explosive powder. Used in a drink recipe.&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;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Zoranefire}}Zo&#039;rane Fire&lt;br /&gt;
|2 [[#Nitro|Nitroglycerin]], 2 [[#Pyrosilicate|Pyrosilicate]], 3 Phoron, 3 [[#Gel|Inert Gel]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Highly flammable.&lt;br /&gt;
|A highly flammable and cohesive gel once used commonly in the tunnels of Sedantis.&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 Vaurca&#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|Condensed Capsaicin}}Condensed Capsaicin&lt;br /&gt;
|2u capsaicin, 5u Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes severe pain, visual impairment, and coughing.&lt;br /&gt;
|A chemical agent used for self-defense and in police work.&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|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|Cryosilicate}}Cryosilicate&lt;br /&gt;
|1 Ice, 1 Sodium, 1 [[#Silicate|Silicate]] = 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;
*Significantly lowers body temperature.&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;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Glucose}}Glucose&lt;br /&gt;
|5 Nutriment, 5 Sulfuric Acid (catalyst) = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Serves as nutriment.&lt;br /&gt;
|&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 (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|Gel}}Inert Gel&lt;br /&gt;
|1 Sulfuric Acid, 1 Aluminium, 1 Sugar, 3 [[#Surfactant|Azosurfactant]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
| A particularly adhesive but otherwise inert and harmless gel.&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 compound that interacts with blood on the molecular level.&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|Phoron Solidification}}Phoron Solidification&lt;br /&gt;
|5 iron, 5 frost oil, 20 phoron = 1 sheet of phoron.&lt;br /&gt;
|Turns liquid phoron to solid phoron.&lt;br /&gt;
|&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|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 [[#Cryosilicate|Cryosilicate]].&lt;br /&gt;
*Significantly raises body temperature&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;
{{Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=32041</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=32041"/>
		<updated>2024-02-22T23:24:44Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Machinist allowed to remove crap from mechanical limbs (Synth Loredev approved)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
=READ THIS FIRST=&lt;br /&gt;
The chart that shows what surgeries each role is qualified to perform.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Surgery/Treatment Types by Role&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Treatment Type&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|First Responder&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Machinist&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Physician&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Surgeon&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Bone Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Arterial Bleeding&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Tendon Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Amputation&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Limb Replacement&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cavity Surgery&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Foreign Body Removal&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Organ Transplant&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Necrotic Limb Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|K&#039;ois Mycosis&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Autopsy&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Hardsuit Removal&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cyborgification&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Plastic Surgery&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Brain Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Eye Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Heart Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Lung Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Liver Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Kidney Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Stomach Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Appendix Removal&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Concerning the [[Machinist]]&#039;s ability to repair mechanical organs, assisted organs are included in these abilities as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concerning Autopsies:&#039;&#039;&#039; While doctors theoretically may know how to perform an Autopsy, Medical staff should never be performing them, unless Investigations are absent &#039;&#039;&#039;and&#039;&#039;&#039; there are severe circumstances (code red, Command orders, etc.) &#039;&#039;&#039;and&#039;&#039;&#039; it is urgently required. In all other cases, a body with a suspicious death should be stored in the Morgue until Investigations arrives at a later time, as per [[Guide to Standard Procedure#Autopsies|Standard Operating Procedure]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of surgical instruments in the Operating Theatre, along with an operating table. In general, only [[Machinist]]s, [[Physician]]s, [[Surgeon]]s, and the [[Chief Medical Officer]] (if qualified) can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming the patient.&lt;br /&gt;
&lt;br /&gt;
===Abnormal Growths===&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of the engine, k&#039;ois mycosis, black k&#039;ois, and parasites (like nerve flukes and heart flukes) count as another organ causing deleterious effects once they take hold in a body. To get rid of them properly, you have to [[Surgery#Organ_Removal/Transplantation|remove them as you would an organ]].&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player with grab intent to put them in an aggressive grab and click on a table. Be sure to tell them to rest, otherwise they might automatically get back up mid-procedure. Note that you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
====NOTE ABOUT GHETTO SURGERY====&lt;br /&gt;
Performing this as a crew member and a non-antagonist one (unless the situation really calls for it. If you have any questions, you&#039;re free to ahelp it) might possibly lead to action being taken against you by the internal security team or IAA, which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&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;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.gif]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] Incision Management System&lt;br /&gt;
* [[File:Laserscalp.png]] Laser scalpel&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Taperoll.png]] Tape Roll&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&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;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex or nitrile gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
#* (Optional) Ask the patient to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# Clickdrag the patient onto the operating table or [[File:Grab.png]] grab the patient and click on it. Alternatively, ask them to lie down on it.&lt;br /&gt;
#* (Optional) Buckle the patient to the operating table by clickdragging them. Unbuckle them with [[File:Grab.png]] grab intent .&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Activate the neural suppressor on the [[File:OpTable.gif]] operating table. They will be unconscious in a few seconds.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment on the localized area.&lt;br /&gt;
&amp;lt;i&amp;gt;Sedating without an operating table:&amp;lt;/i&amp;gt; &lt;br /&gt;
# Place a [[File:BreathingMask.png]] medical mask and a [[File:Anesthetics.png]] anesthetic tank on an [[File:IVDrip.png]] IV stand.&lt;br /&gt;
# Clickdrag the IV stand onto your patient.&lt;br /&gt;
# Select the [[File:BreathingMask.png]] medical mask, which will place it on your patient.&lt;br /&gt;
# Click the [[File:IVDrip.png]] IV line and open the tank valve.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment on the localized area.&lt;br /&gt;
&amp;lt;i&amp;gt;Sedating without an IV stand:&amp;lt;/i&amp;gt; &lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and a [[File:Anesthetics.png]] anesthetic tank.&lt;br /&gt;
# Clickdrag their body onto yours to view their inventory. With the [[File:BreathingMask.png]] medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the [[File:Anesthetics.png]] anesthetic tank in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
#*You may need to clickdrag their body onto yours again to refresh the window to actually see the option to enable their internals.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment on the localized area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Surgery List=&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &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;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&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;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] IMS if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] Laser Scalpel.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to create an incision.&lt;br /&gt;
#*If the patient is [[Vaurca_Hives|Vaurca]], use the [[File:Drill.png]] &#039;&#039;&#039;drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For internal work in &#039;&#039;&#039;chest and skull only&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to move the bone aside.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Laserscalp.png]] Laser Scalpel - Level 1 75%, Level 2 85%, Level 3 95%, energy sword 5%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&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;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
If you had to use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; earlier (&#039;&#039;&#039;chest/head&#039;&#039;&#039;):&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend their ribcage/skull &#039;&#039;unless&#039;&#039; the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
Then, after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Ensure the target limb doesn&#039;t have over 30 brute damage (15 for hands and feet), otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
#* If you are fixing broken bones in the head or chest, apply a second smearing of [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to set the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Plastic Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The altering and repair of a patient&#039;s face.&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;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to begin fixing vocal cords if needed&#039; otherwise begin the process of fixing any other facial deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SHELL IPC&#039;S ONLY BELOW!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# [[File:Multitool.gif]] &#039;&#039;&#039;Multi-tool&#039;&#039;&#039; to begin fixing synth voice box if needed: otherwise begin the process of fixing any other synthskin deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Tactical Knife 75%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Arterial Bleeding and Severed Tendon Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and tendons.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;vascular recoupler&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Fixovein.png]] Vascular Recoupler - Cable coil 75%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
# (Optional) Conduct &#039;&#039;&#039;Bone Repair&#039;&#039;&#039; on the parent body.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Saw.png]] Circular Saw - Hatchet 55%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;Amputation&#039;&#039;&#039;.&lt;br /&gt;
# Attach the desired limb, whether it&#039;s the patient&#039;s or a robotic limb.&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;For organic limbs, be ready to inject Thetamycin as the replacement limb is surely infected.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending organ damage. Yes, even brain damage.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced trauma kit&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic organs.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&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;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use the &#039;&#039;&#039;vascular recoupler&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend the cavity wall.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of organs. This also applies to prosthetic organs, k&#039;ois, and parasitic infections such as heart flukes.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/lungs, groin for appendix/kidney/liver)&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REMOVING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPLANTING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Click the patient with the organ you intent to transplant.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;vascular recoupler&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# Administer an [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Vascular Recoupler - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. &#039;&#039;Do not&#039;&#039; transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Additionally, K&#039;ois is located in the chest. Black K&#039;ois is located in the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head.&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;
See &#039;&#039;limb replacement surgery&#039;&#039;.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb necrosis mostly caused by septic infections. &#039;&#039;&#039;NOT necrotic organ repair.&#039;&#039;&#039;&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic limb.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&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;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Autopsy scanner.gif]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.gif]] autopsy scanner to print out autopsy data.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing 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;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off.&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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&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;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &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 mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Pre-Cyborgification Procedure==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Preparing a brain for cyborgification. This ain&#039;t rocket surgery!&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the head.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; on the brain to prepare it for Man-Machine-Interface compatibility..&lt;br /&gt;
*REMOVING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Organ_Removal.2FTransplantation|Organ Removal/Transplantation]]&#039;&#039;&#039;.&lt;br /&gt;
*KEEPING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Konyang_Laws&amp;diff=32024</id>
		<title>Konyang Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Konyang_Laws&amp;diff=32024"/>
		<updated>2024-02-21T18:01:35Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Adds Konyang Navbox to top of page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Konyang}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Konyang for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Konyang, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Konyang has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Konyang law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Konyang Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Konyang has a much different culture and history than that of Tau Ceti or the SCC. As such, public opinion on topics such as IPCs are vastly different. Below are some of the basics:&lt;br /&gt;
*Konyang doesn&#039;t recognize IPC ownership, as IPCs are considered living people. By extension of this, IPCs are treated equally under Konyang law and have all of the same rights as people.&lt;br /&gt;
*Konyang authorities will allow IPCs from the Horizon on a temporary SCC pass. IPCs that run away would force the SCC to revoke the pass, and they would be undocumented immigrants. If caught they will be deported to other Coalition member states (Xanu) where ownership is legal, and the SCC will get them back from there.&lt;br /&gt;
*The Konyanger Jeweler Cockatoo is the national animal of Konyang and hunting it is severely prohibited.&lt;br /&gt;
*Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
*Weapons and firearms are prohibited in Point Verdant. The crew is permitted to carry in the countryside.&lt;br /&gt;
*Drugs otherwise legal in Biesel are illegal on Konyang.&lt;br /&gt;
Keep the above points in mind while exploring Konyang, and try to respect the locals.&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Konyang authorities (appropriate ccia ic messages). The person is eligible to serve jail time in Konyang, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Konyang, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Illegal Immigration (Runaway IPCs)&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Konyang&amp;diff=32023</id>
		<title>Template:Navbox Konyang</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Konyang&amp;diff=32023"/>
		<updated>2024-02-21T16:12:39Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Added Konyang Laws to header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#e0e3cf&amp;quot; | [[Template:Navbox Xanu|&amp;lt;span style=&amp;quot;color: black&amp;quot;&amp;gt;Konyang Lore&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Konyang]] · [[Konyanger Culture and Society]] · [[Konyanger Government and Politics]] · [[Konyang Laws]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Humanity]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Maintenance_Drone&amp;diff=24858</id>
		<title>Maintenance Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Maintenance_Drone&amp;diff=24858"/>
		<updated>2022-06-03T12:51:58Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Update the laws&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 = MaintenanceDrone.png&lt;br /&gt;
|jobtitle = Maintenance Drone&lt;br /&gt;
|access = [[Job Guides|Everywhere]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws&lt;br /&gt;
|duties = Follow your laws&lt;br /&gt;
|guides = [[Guide to Construction]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. You are a maintenance drone, a tiny-brained robotic repair machine.&amp;lt;br&amp;gt; You have no individual will, no personality, and no drives or urges other than your laws.&amp;lt;br&amp;gt; You are lawed against interference with the crew, and do not take orders from the AI.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Preserve, repair and improve the station to the best of your abilities.&lt;br /&gt;
2. Cause no harm to the station or crew.&lt;br /&gt;
3. Follow the orders of your vessel&#039;s matriarch drone, unless their orders conflict with your other laws.&lt;br /&gt;
4. Interact with no humanoid or synthetic being that is not a fellow maintenance or mining drone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;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;
Please note that the Law 4 interpretation is debatable in terms of specific scenarios and circumstances. However, the following clarifications have been made:&lt;br /&gt;
*You cannot help with a task that the crew are handling, except in cases wherein your help will have no chance of negatively interfering, such as in a breach repair. If in doubt, AHelp.&lt;br /&gt;
*You are allowed to undertake significant tasks provided no crew are handling it and it does not violate Laws 1 or 2, such as setting up the engine (it is possible as a drone).&lt;br /&gt;
*You are able to understand the crew and use information you gain from them.&lt;br /&gt;
*You do not take direct commands from the crew, but you are still allowed to do the task you are ordered to do so long as you would have done it without being told to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your tools are:&lt;br /&gt;
* Glass synthesizer&lt;br /&gt;
* Metal rod synthesizer&lt;br /&gt;
* Cable synthesizer&lt;br /&gt;
* Floor tile synthesizer&lt;br /&gt;
* Reinforced glass synthesizer&lt;br /&gt;
* Wooden floor tile synthesizer&lt;br /&gt;
* Wood synthesizer&lt;br /&gt;
* Plastic synthesizer&lt;br /&gt;
* Soap&lt;br /&gt;
* Sheet gripper&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Pipe painter&lt;br /&gt;
* Floor painter&lt;br /&gt;
* Jetpack&lt;br /&gt;
* Matter decompiler&lt;br /&gt;
* Metal synthesizer&lt;br /&gt;
* Welding torch&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Cable cutter&lt;br /&gt;
* Multitool&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Magnetic gripper&lt;br /&gt;
&lt;br /&gt;
You have a limited amount of synthesized resources. You can replenish them by sitting in a [[File:Borgcharger.png]] cyborg recharger.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chaplain&amp;diff=24400</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chaplain&amp;diff=24400"/>
		<updated>2022-04-24T23:20:54Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Wtf guys spellcheck your shit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBC2CC&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Generic_chaplain.png&lt;br /&gt;
|jobtitle = Chaplain&lt;br /&gt;
|access = The Chapel&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = None, though a degree in Theological Studies would help.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|education = Not defined.&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Hold services and funerals, cremate people, counsel the crew.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
Also known as the &#039;&#039;&#039;Counselor&#039;&#039;&#039;, &#039;&#039;&#039;Presbyter&#039;&#039;&#039;, &#039;&#039;&#039;Rabbi&#039;&#039;&#039;, &#039;&#039;&#039;Imam&#039;&#039;&#039;, &#039;&#039;&#039;Priest&#039;&#039;&#039;, or &#039;&#039;&#039;Shaman&#039;&#039;&#039; the Chaplain&#039;s role is to provide psychological support to the crew who need it.&lt;br /&gt;
&lt;br /&gt;
It is suggested that you use the radio to call people to the Holodeck when you are performing services, or to offer counseling in your office.&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
Each chaplain is free to invent the details of their rituals. However, it is best to keep it reasonable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Funerals&#039;&#039;&#039;: You have a crematorium, for cremating those who have it designated in their records. Remember to strip a body before doing so. Some employees appreciate wakes being held for friends and loved ones. See below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psychological care&#039;&#039;&#039;: This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You can press the &amp;quot;window tint control&amp;quot; button to darken your windows, and ensure that no one outside of your office can hear any confessions. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Church Services&#039;&#039;&#039;: Give sermons and sing hymns. Feel free to make these up, just try to keep it relatively sane. Though you do not have a designated chapel, the holodeck can become one if needed.&lt;br /&gt;
&lt;br /&gt;
== Religions ==&lt;br /&gt;
If you decide to go the religious route, ensure your religion would be reasonably expected to be permitted on Stellar Corporate ships. They are required to provide a multi-religious service, which means representation of many, many religions.&lt;br /&gt;
&lt;br /&gt;
However you are free to propagate any present day religions you know of, or even invent one of your own! Just make sure it doesn&#039;t go against NanoTrasen and its values, and is not unrealistic, or you may well end up in the brig.&lt;br /&gt;
&lt;br /&gt;
== Contacting the Gods ==&lt;br /&gt;
The Pray command is like an adminhelp, but is IC, and should be worded deferentially (e.g. &amp;quot;Oh God, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. &lt;br /&gt;
&lt;br /&gt;
Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes, graffiti, and letters, for any rituals or religious practices.&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Your Book ===&lt;br /&gt;
You begin the shift selecting your god, religion name, and holy book appearance. It can also hold a small number of items in it.&lt;br /&gt;
&lt;br /&gt;
Your book can be used to create more holy water, by using it on a container with water in it.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
Holy Water can be used to convert a tile into holy ground when splashed on it. Holy ground cannot be crossed by the incorporeal (ghosts, vamps and wraiths using incorporeal move, wizard using jaunt.)&lt;br /&gt;
&lt;br /&gt;
Holy water will calm a vampire, deconvert a cultist, and set skeletons and liches on fire.&lt;br /&gt;
&lt;br /&gt;
However, Holy water is a different reagent than water, and therefore will not water plants, put out fires, kill slimes, or anything else specific to water.&lt;br /&gt;
&lt;br /&gt;
=== Null Item Box ===&lt;br /&gt;
Using the Null Item Box will allow you to choose from three null items. The differences between them are their appearance, and what slots they fit in.&lt;br /&gt;
* &#039;&#039;&#039;Null Rod&#039;&#039;&#039;: A basic, obsidian rod. Fits in your pocket.&lt;br /&gt;
* &#039;&#039;&#039;Null Athame&#039;&#039;&#039;: A wavy dagger. Fits in your pocket.&lt;br /&gt;
* &#039;&#039;&#039;Null Staff&#039;&#039;&#039;: A long staff. Can be worn on your back.&lt;br /&gt;
A Null Item can be used to remove cultist runes or temporarily silence a wizard. They also have a chance, when used on a cultist, to hit them, do nothing, or deconvert them.&lt;br /&gt;
They also make for semi-decent melee weapons, doing 15 brute.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
The Chaplain&#039;s office can be hidden from everyone but the AI with a single button press, and contains a crematorium for disposing of bodies. You have a null item, which can be a portable, and dangerous weapon.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=11695</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=11695"/>
		<updated>2019-04-29T19:18:24Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: Removes references to tribunals in Slander (approved by Mofo)&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;
&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. &lt;br /&gt;
&lt;br /&gt;
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;
&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;
&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.&lt;br /&gt;
&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 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 from toolboxes to metal to insulated gloves. 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 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 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 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 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees. A search or arrest warrant is needed to apply this charge on code green.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search. &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.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150 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;
| N/A&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 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it is up to a appropriate officer.&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 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.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450 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 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 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 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;
| Fine.&lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 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;
| A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 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 Sentance&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 drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute the drugs. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Snacks from hacked vending machines are not this. (List of [[Guide to Contraband|Contraband]])&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;&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, release of singularity, 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;
&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>Ben10083</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=9761</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=9761"/>
		<updated>2018-09-05T12:55:03Z</updated>

		<summary type="html">&lt;p&gt;Ben10083: /* Medical */  Basically awhile ago I added medical hud to medical module, here you go \o/&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 = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of Station-bound [[Synthetics|synthetic]] designed to serve the crew of the NSS Aurora, much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&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;
&lt;br /&gt;
    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI&#039;s that would inflict harm on any possible unknown visitor as there could be a wide arrange of reasons why they are here and doing what they are doing. Investigate before using any kind of force&lt;br /&gt;
Station pets are considered company property.&lt;br /&gt;
&lt;br /&gt;
Last but not least; Station-bound [[Synthetics|synthetic]] roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead being. The Cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why playing as a cyborg can be a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing the Cyborgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Starting as a Cyborg==&lt;br /&gt;
You were once an Organic and had your brain removed and tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the &#039;Show Laws&#039; verb in the &#039;Robot Commands&#039; tab.&lt;br /&gt;
&lt;br /&gt;
So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the Station needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below, as well as many useful shortcuts.&lt;br /&gt;
&lt;br /&gt;
==Being Upgraded==&lt;br /&gt;
The station is supplied with two cyborg units at round start, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery on deployment, so it is a good idea for them to upgrade their battery with a higher capacity cell when available. There are afew other upgrades available if the Roboticist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.&lt;br /&gt;
&lt;br /&gt;
==Non-Crew Communication==&lt;br /&gt;
Cyborgs are different in that they have a language, known as &#039;&#039;&#039;Robot Talk&#039;&#039;&#039;, which works with the shortcut &#039;&#039;&#039;,b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using an accessible ID to unlock the Cyborgs Panel, crowbarring it open, using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but has not been blown into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs cannot repair dents on themselves, but can on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring, or unlock their panel.&lt;br /&gt;
&lt;br /&gt;
For more indepth information about Cyborg maintenance, see the [[Guide_to_Robotics|Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
&lt;br /&gt;
Being a Station-bound [[Synthetics|synthetic]] can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.&lt;br /&gt;
&lt;br /&gt;
==== APCs ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle power&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
=== Other Verbs ===&lt;br /&gt;
&lt;br /&gt;
Besides being able to interface with the station&#039;s electrical mechanisms, the Station-bound 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 [[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;
==== 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 (if any).&lt;br /&gt;
&lt;br /&gt;
==== Show Laws and State Laws ====&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;
&lt;br /&gt;
* &#039;&#039;&#039;State Laws&#039;&#039;&#039; You may be asked to State Laws, or you may be required to do so during maintenance, 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;
==Modules and Tools==&lt;br /&gt;
Cyborgs come with an array of modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the &#039;Robot Commands&#039; tab as any Module.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]] [[File:Dronestandard.gif|50px]] [[File:Sleekstandard.png|50px]] [[File:Spiderstandard.png|50px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Stunbaton&lt;br /&gt;
* Fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Health analyser&lt;br /&gt;
* Energy Sword (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They cannot repair themselves, but can repair other cyborgs. However, all Stationbound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Reinforced Glass Sheet&lt;br /&gt;
* Plasteel sheet&lt;br /&gt;
* Wood plank&lt;br /&gt;
* Plastic sheet&lt;br /&gt;
* Wood floor tile synthesizer&lt;br /&gt;
* White floor tile synthesizer&lt;br /&gt;
* Freezer floor tile synthesizer&lt;br /&gt;
* Dark floor tile synthesizer&lt;br /&gt;
* Floor painter&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Matter decompiler&lt;br /&gt;
* Steel sheet&lt;br /&gt;
* Glass sheet&lt;br /&gt;
* Metal rod synthesizer&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Floor tile synthesizer&lt;br /&gt;
* Multitool &lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Analyzer &lt;br /&gt;
* Engineering tape&lt;br /&gt;
* Magnetic gripper&lt;br /&gt;
* Sheet loader&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Pipe painter&lt;br /&gt;
* Flash&lt;br /&gt;
* Meson vision&lt;br /&gt;
* Fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* Industrial welding tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A variation on the Engineering module. Focused more on the construction and deconstruction of things. Just like all Stationbound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Cyborg mining drill&lt;br /&gt;
* Steel sheet&lt;br /&gt;
* Metal rod synthesizer&lt;br /&gt;
* Plasteel sheet&lt;br /&gt;
* Reinforced glass sheet&lt;br /&gt;
* Floor tile synthesizer&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Pipe painter&lt;br /&gt;
* Sheet loader&lt;br /&gt;
* Magnetic gripper&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Analyser&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Floor painter&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Flash&lt;br /&gt;
* Meson vision&lt;br /&gt;
* Fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* Rapid construction device (Can deconstruct and create walls and flooring, very power heavy.)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Experimental welding tool (Regenerates fuel over time.)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroidchemistry.png|50px]] [[File:Medicaldroidsurgery.png|50px]][[File:Dronechemistry.gif|50px]] [[File:Dronesurgery.gif|50px]]  [[File:Sleekchemistry.png|50px]] [[File:Sleeksurgery.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
This is one of the two medical modules. It specialises in the Surgery and Chemical aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Advanced reagent scanner&lt;br /&gt;
* Autopsy scanner&lt;br /&gt;
* Medical hud&lt;br /&gt;
* Nanopaste&lt;br /&gt;
* Advanced trauma kit&lt;br /&gt;
* Bone gel&lt;br /&gt;
* FixOVein&lt;br /&gt;
* Bone setter&lt;br /&gt;
* Circular saw&lt;br /&gt;
* Surgical drill&lt;br /&gt;
* Chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Syringe&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Flash&lt;br /&gt;
* Health analyser&lt;br /&gt;
* Cyborg hypospray (Capable of dispensing; Bicaridine, Inaprovaline, Dexalin, Tramadol, Spaceacillin, Dylovene.)&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Hemostat&lt;br /&gt;
* Retractor&lt;br /&gt;
* Cautery&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroid.png|50px]] [[File:Dronemedical.gif|50px]] [[File:Sleekmedic.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
The other Medical Module. It specialises in emergency situations when multiple casualties may exist. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Syringe&lt;br /&gt;
* Fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Global positioning system (Works as a normal GPS.)&lt;br /&gt;
* Ointment&lt;br /&gt;
* Roll of gauze&lt;br /&gt;
* Medical splints&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical hud&lt;br /&gt;
* Health analyser&lt;br /&gt;
* Advanced reagent scanner&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Roller bed rack&lt;br /&gt;
* Cyborg hypospray (Capable of dispensing; Tricordrazine, Inaprovaline, Tramadol.)&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|50px]] [[File:Standardminer.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]] [[File:Droneminer.gif|50px]] [[File:Sleekminer.png|50px]] &lt;br /&gt;
[[File:Spiderminer.png|50px]] [[File:Heavyminer.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not equipped with a Jetpack, and will have to be upgraded by a [[Roboticist]] to traverse Z-levels. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Drill maintenance gripper&lt;br /&gt;
* Ore detector&lt;br /&gt;
* Global positioning system (Works as a normal GPS.)&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Flash&lt;br /&gt;
* Material scanner vision&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Mining satchel&lt;br /&gt;
* Cyborg mining drill&lt;br /&gt;
* Sheet snatcher 9000 (Holds stacks of materials for loading machines)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Custodial===&lt;br /&gt;
[[File:Janbot.png|50px]] [[File:Standardjanitor.png|50px]] &lt;br /&gt;
[[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Borg_Janitor_Humanoid.png|50px|Humanoid]]  [[File:Mechaduster.gif|50px]] [[File:Dronejanitor.gif|50px]] [[File:Sleekjanitor.png|50px]] &lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Custodial module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Flash&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash bag&lt;br /&gt;
* Mop&lt;br /&gt;
* Advanced light replacer (Automatically stores broken light-tubes, click a Disposal outlet to deposit.)&lt;br /&gt;
* Bucket&lt;br /&gt;
* Matter decompiler&lt;br /&gt;
* Lube spray - Causes people to trip (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* RoboTray&lt;br /&gt;
* Cyborg drink synthesizer (Dispenses; Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic water, Soda Water, Lemon Lime, Orange juice, Lime Juice, Watermelon Juice.)&lt;br /&gt;
* Auto harvester&lt;br /&gt;
* Wood rolling pin&lt;br /&gt;
* Steel kitchen knife&lt;br /&gt;
* Soap&lt;br /&gt;
* Dry rag&lt;br /&gt;
* Rapid-Service-Fabricator (Capable of producing; Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes. Only works on flat surfaces.)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Flash&lt;br /&gt;
* Service gripper&lt;br /&gt;
* Bucket&lt;br /&gt;
* Steel mini hoe&lt;br /&gt;
* Steel hatchet&lt;br /&gt;
* Plant analyser&lt;br /&gt;
* Plant bag&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Flash&lt;br /&gt;
* Printing Pen (Allows you to select your pen color and choose between renaming or writing on paper.)&lt;br /&gt;
* Paper dispenser&lt;br /&gt;
* Paperwork gripper (Also grips stamps)&lt;br /&gt;
* Hand labeler&lt;br /&gt;
* Tape Roll&lt;br /&gt;
* Denied Stamp&lt;br /&gt;
* Chameleon Stamp (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:Borg_Officer.png|50px]] [[File:Standardsecurity.png|50px]] [[File:Borg_Security.png|50px]] [[File:Threadhound.png|50px]] [[File:Borg_Security_Humanoid.png|50px]] [[File:Dronesecurity.gif|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Spidersecurity.png|50px]] [[File:Heavysecurity.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Corporate Regulations (Works like the regular book.)&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Flash&lt;br /&gt;
* Security hud&lt;br /&gt;
* Handcuffs&lt;br /&gt;
* Stunbaton&lt;br /&gt;
* Taser gun&lt;br /&gt;
* Police tape&lt;br /&gt;
* Warrant projector (Allows you to check outgoing warrants remotely.)&lt;br /&gt;
* Laser Gun (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[File:Standardjanitor.png|50px]] [[File:Droidscience.png|50px]] [[File:Dronescience.gif|50px]] [[File:Sleekscience.png|50px]] [[File:Heavyscience.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&amp;amp;D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* Plant bag&lt;br /&gt;
* Printing Pen (Lets you select your pen color and choose between renaming or writing.)&lt;br /&gt;
* Nanopaste&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Circular saw&lt;br /&gt;
* Fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* Syringe&lt;br /&gt;
* Chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Advanced reagent scanner&lt;br /&gt;
* Flash&lt;br /&gt;
* Portable Destructive Analyser (breaks things down for research levels)&lt;br /&gt;
* Sheet loader (Holds stacks of materials for loading machines)&lt;br /&gt;
* Cyborg analyser (like a health analyser for synthetics)&lt;br /&gt;
* Access code transmission device (Unlocks chassis&#039; of cyborgs, including yourself. Can be used to open and then reset yourself)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Hand teleporter (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[File:Droidica.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A powerful anti-personnel Combat Cyborg, it is equipped with a vast array of lethal weapons. The mere sight of one is enough to inspire dread. This Module is a top of the line killing machine to use in the most dire of circumstances. It is only available in Code red by activating the Crisis override through swiping with two Head-level ID cards.&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Security hud&lt;br /&gt;
* Mounted laser carbine&lt;br /&gt;
* Powered hammer&lt;br /&gt;
* Personel shielding&lt;br /&gt;
* Mobility module&lt;br /&gt;
* Crowbar&lt;br /&gt;
&lt;br /&gt;
===Syndicate===&lt;br /&gt;
&lt;br /&gt;
[[File:Syndieborg.png|50px]] [[File:Syndietrack.png|50px]] [[File:Syndiemedbot.gif|50px]] [[File:Heavysyndie.png|50px]] [[File:Syndiespider.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A highly illegal and advanced Syndicate Cyborg. This Module is only available to highly funded elements and for purchase through the black market. It is very lethal and equipped with a powerful arsenal of anti-personnel weaponry. while not as mobile as the Combat Module, it has more than enough tools to cause some serious damage.&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Thermal vision&lt;br /&gt;
* Energy sword&lt;br /&gt;
* Mounted SMG&lt;br /&gt;
* Net gun&lt;br /&gt;
* Grenade launcher&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Cryptographic sequencer&lt;br /&gt;
* Jetpack&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset. They will also be immune to Lockdown and being detonated.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
* You cannot pick up, use, or equip external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director&#039;s Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]] if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations or the [[Dormitories]].&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[stun baton]] and beat the Hostage takers.&lt;br /&gt;
* Cyborgs have access to &#039;&#039;&#039;all&#039;&#039;&#039; station information. This including contingency plans and First Contact Protocols(FCP). Do not share this information to standard crew members.&lt;br /&gt;
* If your flash breaks due to overuse, it can be repaired by recharging.&lt;br /&gt;
* You can resist from chairs or other buckles through typing &#039;Resist&#039; in chat.&lt;br /&gt;
* A Cyborg gets distorted speech when highly damaged.&lt;br /&gt;
&lt;br /&gt;
==Cyborgs and Hacking==&lt;br /&gt;
Cyborgs are vulnerable to certain external software that operatives are equipped with, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in illegally compromised AIs, and may extend into related cyborgs via law sync protocols. Certain cyborgs could also have been hacked personally by infiltrating agents.&lt;br /&gt;
&lt;br /&gt;
To [[emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over to the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
* The Cyborg will be immune to normal solutions such as Detonating and Locking them down.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
Whatever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for malfunctioning behavior, cyborgs are very expensive to rebuild and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, Cyborgs are expected to operate with a certain degree of autonomy, please double check before detonating any Station Cyborgs acting suspiciously by doing routine maintenance on their electrical systems. Also keep in mind that their laws may have in the same process as an [[AI]] by simply using the cyborg upload located within the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ben10083</name></author>
	</entry>
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