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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chada1</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-04-08T22:57:30Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.aurorastation.org/index.php?title=Deep_Space&amp;diff=24680</id>
		<title>Deep Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Deep_Space&amp;diff=24680"/>
		<updated>2022-05-14T06:22:20Z</updated>

		<summary type="html">&lt;p&gt;Chada1: No more SCC Space Carp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&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 [https://wiki.aurorastation.org/index.php?title=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 Carp===&lt;br /&gt;
The space-bound Cyprinidae Carpio is the scientific name given to the space-faring creature known as the Space Carp. These are carnivorous vacuum-based fish 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;
When processed, Space Carp are edible to Humans and the like, but 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. Other common (but larger) sizes of carp include “space sharks” that are equally hostile, just… bigger.&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 Jargon 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;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=24607</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=24607"/>
		<updated>2022-05-08T19:54:36Z</updated>

		<summary type="html">&lt;p&gt;Chada1: Fixed diona liason for jargon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = FFB600&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Ship Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Ship Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on Station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or ship command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by Nanotrasen to act as an on-ship link between [[Nanotrasen_Corporation#Executives | Nanotrasen]] and [[Job Guides#Station_command|Ship Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the ship, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that ship command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the most powerful company of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On ship liaisons from other Megacorporations with contractors on Ship. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are not welcome aboard the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Jargon_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Jargon Federation are always [[Jargon_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:yellow;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;C&#039;thur Ta are allowed to represent Jargon as a liaison.&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to ship Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the ships&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get ship Crew on your side is if you get involved with the Crewmembers aboard the Horizon, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=24238</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=24238"/>
		<updated>2022-04-08T13:34:26Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Tcfl9.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
Founded in 2459, the Tau Ceti Foreign Legion is the primary armed forces of the [[Republic of Biesel]] that is primarily comprised of volunteer immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for enlistment and service. The Legion has been used countless times to ensure the sovereignty of the [[Republic of Biesel]], including the deployment of the forces to combat the [[KING OF THE WORLD| Second Solarian Invasion of Biesel]] in 2462, as well as across the colonies within the Corporate Reconstruction Zone to ensure compliance as well as loyalty. &lt;br /&gt;
&lt;br /&gt;
The Legion has expanded considerably since its inception, and with their promotion to the official armed forces of the [[Republic of Biesel]] in 2464 brought with it considerable boons, including a huge increase to their funding, being awarded by the Republican Congress after President Dorn announced the signing of the People’s Protection Act - which included in it provisions in which allows megacorporations to sponsor the Legion. This extra funding has allowed the Legion to significantly upgrade and expand their arsenal, discarding their previous repurposed apparatus in favour of more modern weaponry. Shortly after its promotion, the Legion updated its training tactics to more modern methods and introduced the Tau Ceti Foreign Legion Reserve, allowing for enlisted members of the organization to continue to serve even whilst travelling abroad, however time within the Reserve does not contribute to citizenship requirements.&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is currently deployed throughout the [[Corporate Reconstruction Zone]] in an effort known as the Peacekeeper Mandate,  the aim of the Peacekeeper Mandate is a combination of ensuring civil unrest quelled, as well as ensuring the [[Stellar Corporate Conglomerate]] can expand its influence across the region - most importantly, to also allow it to exploit whatever it can. Despite their recent equipment upgrades, the Tau Ceti Foreign Legion still struggles to enforce the Peacekeeper Mandate, even with the assistance of the [[Private Military Contracting Group]].&lt;br /&gt;
&lt;br /&gt;
It has been noted by many within the ranks of the Tau Ceti Foreign Legion that there is bias to non-humans, mostly with non-humans being more likely to be deployed to dangerous regions where injuries are more likely to occur. Several have also come forward regarding their belief that they were denied a promotion within the Legion simply for being non-human, despite them outperforming their human counterparts in various fields. &lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion Corporate Scholarship was unveiled by the [[Stellar Corporate Conglomerate]] shortly after its elevation to the official armed forces of the [[Republic of Biesel]]. Employees are able to apply and have their tuition paid by their parent megacorporation. However, employees must be enlisted within the organization. Veterans and those not yet enlisted need not apply, as only active Legion members can be granted the scholarship&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. &#039;&#039;&#039;You are a member of Task Force XIII - Fortune.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon spawning upon BLV The Tower, you will be given a number of choices. So let&#039;s talk you through them:&lt;br /&gt;
&lt;br /&gt;
The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a &#039;&#039;&#039;Volunteer Officer (Vol. [name])&#039;&#039;&#039;. As you become more experienced you may well get a chance to be a squad leader, known as a &#039;&#039;&#039;Prefect (Pfct. [name]).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
[[Image:Biesel calls.png|thumb|400px|Another recruitment poster for the Tau Ceti Foreign Legion, showcasing the benefits Synthetics gain when enlisting.]]&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Aurora can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteer&#039;&#039;&#039; (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legionnaire&#039;&#039;&#039; (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefect&#039;&#039;&#039; (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however, note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. You can get to the station via either the Dropship (BLV Chariot), or the individual drop pods.&lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations and one possible ghost role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Legionnaires&#039;&#039;&#039; - While only available as a ghost role, the pilot is also a specialized team member. They are well versed in piloting anything they can get their hands on.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Pilot Legionnaire ===&lt;br /&gt;
* Their uniform.&lt;br /&gt;
* Their jacket.&lt;br /&gt;
* A padded helmet. &lt;br /&gt;
* A blaster pistol.&lt;br /&gt;
* A burning need for speed.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
On top of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
&lt;br /&gt;
== Working On The Aurora: Weekend Legionnaire ==&lt;br /&gt;
&lt;br /&gt;
It is possible to be a member of the Tau Ceti Foreign Legion and also work on the Aurora, with some stipulations.&lt;br /&gt;
&lt;br /&gt;
1) Working for the Legion is like taking a 2nd job. The split in responsibilities, and the split in loyalties to a government agency and the private corporation of NanoTrasen, means &#039;&#039;&#039;you cannot be both part of the legion and in security or Command.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2) All rules on escalation and emergencies still apply. You should not use your status as a legionnaire to self-antag, hunt down antagonists, or otherwise throw yourself into station emergencies.&lt;br /&gt;
&lt;br /&gt;
3) Don&#039;t cryo or ghost as your character then spawn in as that character in an incoming Legion squad. It&#039;s embarrassing and would make you look desperate. &lt;br /&gt;
&lt;br /&gt;
4) Don&#039;t ask incoming Legionnaires to give you weapons or gear when they&#039;re coming in. You can help in your current job by doing that job - or staying out of the way unless asked.&lt;br /&gt;
&lt;br /&gt;
Generally, the Legion is a militia. It is not a Spec Ops team and you are not made a martial arts expert who does not fear death by being in it. That said, the spirit of these rules is to not valid antagonists - helping respond to other emergencies like fires or venting situations can be fine! If you are unsure, ahelp!&lt;br /&gt;
&lt;br /&gt;
The highest rank you can be as an on-station Legionnaire is a Volunteer or Legionnaire. If you are a Legionnaire, try picking a job that compliments your specialty, like engineering or medical doctor.&lt;br /&gt;
&lt;br /&gt;
In terms of special skills, a Legionnaire has a reason to have the knowledge to use voidsuits or hardsuits, and anything in the basic first aid kits.&lt;br /&gt;
&lt;br /&gt;
Volunteers can train 1 - 3 days a week on a flexible schedule and get access to scholarships and specialized in-house training that can let them advance to become Legionnaires.&lt;br /&gt;
&lt;br /&gt;
Legionnaires train 3 - 4 days a week, giving a higher time investment, and are either coming from a specialized profession or plan to get into one when they&#039;re out.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Merchant&amp;diff=24237</id>
		<title>Merchant</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Merchant&amp;diff=24237"/>
		<updated>2022-04-08T13:32:23Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #a19d94&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = VISITING&lt;br /&gt;
|imagebgcolor = #A19D78&lt;br /&gt;
|img = genericmerchant2.png&lt;br /&gt;
|jobtitle = Merchant&lt;br /&gt;
|access = Merchant Outpost, Merchant Vessel&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = You&#039;ve convinced NanoTrasen Central Command you&#039;re worth the docking authorization.&lt;br /&gt;
|education = The art of the deal.&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Buy low, sell high. Trade for profits and ensure that your wares or credits aren&#039;t stolen.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The merchant is a character who uses his or her credits, contacts and guile to trade with the people of the station and turn a profit. &#039;&#039;&#039;While merchants are not NanoTrasen employees, they are not [[Guides#Antagonist Guides|Antagonists]] either&#039;&#039;&#039;, and must be sure to conduct their business in accordance with NanoTrasen&#039;s [[Guide to Station Procedure#External Partners|Station Directives]] and [[Corporate Regulations]]. Merchants who are found to be in severe violation of NanoTrasen&#039;s trust may have their docking privileges revoked. That&#039;s bad for business!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The merchant role is not guaranteed to be available in every round. Additionally, characters in the merchant role cannot also be employed at NanoTrasen in a regular station job. To play as a merchant, &#039;&#039;&#039;make sure you&#039;ve clicked ready at the start of a round&#039;&#039;&#039;, and that you have &#039;&#039;&#039;return to lobby if job is unavailable&#039;&#039;&#039; toggled on your merchant character&#039;s occupation menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How To Run an Honest Business==&lt;br /&gt;
&lt;br /&gt;
When you start the round as a Merchant, you spawn at the merchant outpost instead of the station, with nothing but the clothes on your back, a merchant&#039;s pass, and a nifty scanner that will tell you the price in credits of anything you scan with it. To get trading, you&#039;ll have to acquire goods, load them onto your ship, and pilot it out to the station. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Your Outpost===&lt;br /&gt;
&lt;br /&gt;
Take a moment to explore your surroundings:&lt;br /&gt;
&lt;br /&gt;
* You have an office with a shuttle recall computer, a holster to attach to your clothes, and a  &amp;lt;s&amp;gt;totally sweet gun&amp;lt;/s&amp;gt; weak energy weapon that you should keep concealed, and use only for personal defense while on the station. You also have access to cryogenic storage and some basic medical supplies. &lt;br /&gt;
&lt;br /&gt;
* There&#039;s a storage room next to your bedroom that contains a hacked autolathe, some metal and glass, and a large amount of randomly generated items. These can be used to barter directly with the crew, or they can be traded/sold to your outpost contacts.&lt;br /&gt;
&lt;br /&gt;
*In the hallway outside the storage room, there&#039;s a teleportation pad, a computer that you&#039;ll use to do business with your contacts, and a table with several thousand credits on it. This money can be used to purchase items from the crew, or you can deposit it into a remote account to purchase items from contacts.&lt;br /&gt;
&lt;br /&gt;
* Your ship doubles as a showroom, full of display windoors and racks for showing off your wares. The windoors will only open in response to your merchant pass, but any bald assistant can smash them if you let them! In the cockpit of your shuttle, there&#039;s a wall recharger for your &amp;lt;s&amp;gt;sweet gun&amp;lt;/s&amp;gt; personal defense weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Merchant&#039;s List===&lt;br /&gt;
&lt;br /&gt;
Chances are that the items you find in storage aren&#039;t the greatest wares. To truly attract the station&#039;s interest, you&#039;ll want to deal with NPC contacts first.&lt;br /&gt;
&lt;br /&gt;
Your outpost is within teleporter range of numerous traders. To access them, configure your computer by selecting the &#039;&#039;&#039;Merchant&#039;s List&#039;&#039;&#039; program. The main menu gives you a number of options, but the first thing you should do is connect the teleporter to the computer with the &#039;&#039;&#039;Connect Pad&#039;&#039;&#039; button. Once connected, you can deposit your credits into a trading account by placing them on the pad and sending them with the &#039;&#039;&#039;Deposit Money&#039;&#039;&#039; button. The amount of money in the account is what you have to trade with your contacts. Retrieve it with &#039;&#039;&#039;Retrieve Money&#039;&#039;&#039; if you want to have spending money on the station.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re ready to trade, &#039;&#039;&#039;Open Communications&#039;&#039;&#039; from the main menu and start looking for deals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Whaddaya Buyin?===&lt;br /&gt;
&lt;br /&gt;
Browse through the available contacts and hail the ones that sound interesting. There will always be a couple of shops that stay within range of your outpost, but many are on ships that will come and go, meaning that business opportunities and inventories change as the round progresses. Once you&#039;ve hailed someone, the following options become available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;List Goods&#039;&#039;&#039;: Reveals the inventory of the merchant that you can trade for or purchase. &#039;&#039;&#039;Ask Cost&#039;&#039;&#039; will reveal the cost of a specific item, &#039;&#039;&#039;Offer Money&#039;&#039;&#039; will deduct credits from your account and place the item on your teleportation pad if successful, and &#039;&#039;&#039;Trade&#039;&#039;&#039; will send any items of value on the telepad to the contact, in exchange for their item.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sell Items&#039;&#039;&#039;: Teleports items on your telepad to the contact in exchange for credits. Note that contacts typically want specific things, and will not buy any random junk. If your pad has unwanted items (or yourself) on it, the transaction may fail.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compliment&#039;&#039;&#039;: Transmits a flattering comment. It may be possible to manipulate contacts with a nice word, but too much talking may disinterest them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pay Them To Stay Longer&#039;&#039;&#039;: Time is money. For every &#039;&#039;&#039;100cr&#039;&#039;&#039; you spend on this option, a merchant will remain in contact for &#039;&#039;&#039;1 extra minute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ask What They Want&#039;&#039;&#039;: Contacts may need more than just credits. Some may want to purchase things from you instead, or may only trade in items. This button lets you find out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Insult&#039;&#039;&#039;: Transmits a rude comment. It may be possible to manipulate contacts by provoking them, but too much talking may disinterest them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPC contacts have different needs depending on who they are. A pizza shop is unlikely to want to trade anything but pizza for your credits, while a [[Vaurca]] hive is much more likely to trade in k&#039;ois than a [[Tajara|Tajaran]] shop is. Experiment and hunt for the best deals!&lt;br /&gt;
&lt;br /&gt;
==Dealing With The Station==&lt;br /&gt;
So you have a ship full of exotic and expensive wares, some pocket money, and an urge to haggle? To the Aurora!&lt;br /&gt;
&lt;br /&gt;
You have prior authorization from Central Command to dock at the Aurora and conduct your business, but you are still expected to inform the station that you&#039;re arriving before you get there. After all, there may [[Mercenary|issues]] or [[Vampire|concerns]] to the station that you should be made aware of. The airlock you arrive at is on the surface level, across from the cargo office.&lt;br /&gt;
&lt;br /&gt;
===Aboard Your Vessel===&lt;br /&gt;
As the captain of your own vessel, you have absolute authority over what goes on aboard it. You can take measures to protect your property and your safety, and order any visiting guests out if they&#039;re causing trouble. You can also defend yourself from violent action, &#039;&#039;&#039;but it&#039;s probably a very bad idea to do so with lethal force.&#039;&#039;&#039; Killing NanoTrasen employees, even in self-defense, is bound to strain your relationship with the company to the breaking point.&lt;br /&gt;
&lt;br /&gt;
You may arrive and dock with the station in a ship full of items that may be considered contraband by the crew. As long as those items stay on your ship, you cannot be harassed by NanoTrasen security for possessing them. You can also sell these things to whoever you like, but if the things you sell start to cause problems aboard the station, Command might ask you to stop or leave. &lt;br /&gt;
&lt;br /&gt;
There are two major exceptions to the above guidelines: security can board your vessel to enforce regulations in order to resolve disputes between NanoTrasen employees, and they can also board you if you&#039;re being a [[merchant#Traitoring|hostile and violent threat]] like any run-of-the mill heister. Use common sense and don&#039;t start firefights if you don&#039;t want to end up in the brig, or worse.&lt;br /&gt;
&lt;br /&gt;
===Aboard The Station===&lt;br /&gt;
&lt;br /&gt;
If you choose to disembark, keep in mind that anyone can just walk into your ship and start taking things! It may be a good idea to ask the station&#039;s crew to have the AI lock down your airlock or something. Note that as a non-crewmember, the AI is not required to listen to your own requests.&lt;br /&gt;
&lt;br /&gt;
While aboard the station, you are generally bound by NanoTrasen&#039;s corporate regulations. You may be detained by security if you&#039;re causing trouble, and in severe cases, Command Staff may contact Central Command and request that your docking privileges be revoked. Command Staff may also ask you to leave for other reasons. It&#039;s usually a good idea to listen to them.&lt;br /&gt;
&lt;br /&gt;
If you brought a &amp;lt;s&amp;gt;sweet gun&amp;lt;/s&amp;gt; defense weapon aboard, you should keep it concealed unless it absolutely has to be fired. Command Staff has the right to prohibit you from bringing personal weapons aboard (though they shouldn&#039;t do this unless they have a good reason), and they may also impose restrictions on you that are not otherwise listed in the regulations or directives. You are a visitor on a very fancy research station - treat it and its crew with respect.&lt;br /&gt;
&lt;br /&gt;
With all this in mind, buy and sell fun items to other players, take their money and their stuff, then head back to your outpost to buy more!&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Notes==&lt;br /&gt;
&lt;br /&gt;
* Look for NPC contacts that will buy common items that you can purchase from the crew in bulk - or maybe even produce in your autolathe. This ensures a steady income of credits.&lt;br /&gt;
* The laws of supply and demand apply! If you see that the station is sorely lacking something, you&#039;ll be able to charge a premium for it. Talk to the crew and get a feel for what they need or want.&lt;br /&gt;
* Make imaginative trades, and don&#039;t be afraid to haggle on price. Who knows how much that cow cargo is trying to pawn off on you is worth to someone?&lt;br /&gt;
* Since credits do not persist between rounds (yet), it may be more satisfying to spread interesting items around to other players than it is to objectively do good business. You have access to a lot of rare pieces of equipment, depending on your luck - use it all to shake things up!&lt;br /&gt;
* As someone not employed by NanoTrasen, you are not beholden to any specific age or skill requirements. However, you are still expected to create and roleplay a believable character per the [https://aurorastation.org/rules.html server&#039;s rules].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
&lt;br /&gt;
You have automatic access to a sweet gun, a hacked autolathe, a decent amount of money, and a traitor uplink. For two telecrystals, you can acquire Operations Funding worth 10,000cr to spend with your contacts. With access to a rotating stock of destructive equipment you can cause a lot of damage, but you also lack any kind of station access. Remember that the AI and cyborgs on a default lawset aren&#039;t obligated to serve or protect you like they are to a traitor crewman - subverting them somehow (or successfully faking being part of the crew) will make life much easier. Bribing someone for their ID may be worthwhile if you intend to do your own dirty work. You also have plenty of assets to rally some of the crew to your side, arm them, and turn them against their fellow employees. Think smart, and make attractive deals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Personal_AI&amp;diff=24236</id>
		<title>Personal AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Personal_AI&amp;diff=24236"/>
		<updated>2022-04-08T13:31:31Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = PAI.png&lt;br /&gt;
|jobtitle = Personal AI Device&lt;br /&gt;
|access = N/A&lt;br /&gt;
|difficulty = Very Easy&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your master.&lt;br /&gt;
|duties = Serve your master, follow your directives.&lt;br /&gt;
|guides = [[AI|AI]], [[Cyborg|Cyborg]]&lt;br /&gt;
}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
&#039;&#039;&#039;Personal AI&#039;&#039;&#039;s are players, like you! They&#039;re player-controlled and are pulled from all active Ghosts in the round. They have little to no control over the station and have hardly any responsibilities. Great for new players or those who are new to the station.&lt;br /&gt;
&lt;br /&gt;
==Finally, a friend!==&lt;br /&gt;
Personal AIs, or &#039;&#039;&#039;pAI&#039;&#039;&#039; for short, are potentially the one individual you can truly count on. They are similar to a [[AI|carded AI]], in that they fit in your pocket and don&#039;t really possess much of a body of their own outside of an immobile device you carry around. However, they cannot wirelessly control doors and machines around them as a carded AI can. Instead, they possess a unique suite of abilities with which they might serve their master. Whom they serve is determined at the DNA level, allowing whoever holds an unbound pAI device to imprint their own unique enzymes to the device. The only way to unbind a pAI from its master is to wipe the personality completely, which resets the DNA imprint and makes the device a blank slate once more.&lt;br /&gt;
&lt;br /&gt;
==How to Get One==&lt;br /&gt;
Three pAI devices are placed on the map at the beginning of every round. One can be found in the Crew Quarters, another in the Research Director&#039;s Office, and a third is on the Derelict Station. If all of those are already taken, R&amp;amp;D can create more by going down the programming research path. They are inexpensive to produce, requiring only Programming 3 and 500 glass and metal.&lt;br /&gt;
&lt;br /&gt;
==How to Use One==&lt;br /&gt;
Pick up the device with an empty hand. Click it again while it&#039;s in your active hand. Search for personalities in the window that appears. This will send out a request to all active ghosts/observers in-game. After some time, usually 30 seconds to 2 minutes, they will submit their pAI personality details. You will receive an update from your pAI device every time a new personality becomes available. To download a new personality, simply go through the steps to search for a personality and select the one you like the best. You now have a pAI!&lt;br /&gt;
&lt;br /&gt;
===Dealing with an Unsatisfactory pAI===&lt;br /&gt;
Sometimes things just don&#039;t work out. Maybe the personality you chose doesn&#039;t fit your playstyle. Maybe the player playing the pAI has unexpectedly disconnected. Maybe the pAI is being intentionally antagonistic, ignoring directives, or interpreting them in a way you don&#039;t appreciate. The solution is simple: wipe the personality. This can be done in much the same way you downloaded it to begin with. Simply choose &amp;quot;Wipe Personality&amp;quot; in the device settings window. Now the device is free of the old personality and a new one can be requested as normal. This forcibly ghosts the player playing the wiped pAI, and allows them to observe the round as normal (they are capable of re-applying to be a pAI as well.)&lt;br /&gt;
&lt;br /&gt;
==How to Be One==&lt;br /&gt;
Only ghosts with active, logged-in clients receive the request to be a pAI. When someone wants a pAI, you will receive a yes/no dialog box asking if you want to be one. Answer yes, and in the following window that appears fill out any information, you feel necessary (name is all that&#039;s really required here, the rest is optional). Hit &amp;quot;Submit Personality&amp;quot; when you&#039;re done. Your personality has now been added to the list of available pAI personalities users may choose from. If someone likes what you wrote, they&#039;ll download you and you&#039;ll be placed inside the device as a new personality.&lt;br /&gt;
&lt;br /&gt;
It&#039;s fairly okay to say that you would like to become a pAI in OOC. Just don&#039;t spam up the chat with it.&lt;br /&gt;
&lt;br /&gt;
==pAI Software==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=200|Software Package&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Function&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Memory Used&lt;br /&gt;
|-&lt;br /&gt;
! Atmosphere sensor&lt;br /&gt;
|This program is for viewing atmospheric information. You can view the percentage of different gases, and also check the pressure. most helpful to pAI&#039;s for [[Atmospheric Technician|atmos techs]].&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!NTNet Relay Chat Client&lt;br /&gt;
|Allow you to talk to people on the chat client, set a name, create channels, the works.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
!Crew Manifest&lt;br /&gt;
|Lists all known crew members&#039; first and last names, as well as what occupation they&#039;re registered as in the station records.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
!Remote Signaler&lt;br /&gt;
|This module works similarly to a Remote Signaling Device. You now have the ability to send signals to things such as bombs or hacked equipment. [[Phoron Researcher|Toxins Researchers]] would find this useful.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
!Alarm Monitoring&lt;br /&gt;
|Allows you to view any station alarms. useful in case you have to check if a place is vented for your [[Station Engineer|Engineering buddy]], for instance.&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!NTNet P2P Transfer Client&lt;br /&gt;
|Allows simple file transfer using Peer to Peer connection. &lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
!NTSL2+ Interpreter&lt;br /&gt;
|Allows you to run programs written in the language NTSL2+. &lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!pAI Security Hud&lt;br /&gt;
|Just a simple pAI mounted security hud.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!pAI Medical Hud&lt;br /&gt;
|Just a simple pAI mounted medical hud.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Door Jack&lt;br /&gt;
|The only way a pAI can interact with its environment. Allows the pAI to drop a data cable, which can be plugged in to any door. Once plugged in, the pAI can initiate a door jack, which immediately alerts any active station AIs and takes a fairly long time to complete. After the door jacking is completed, the door opens.&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!pAI Universal Translator&lt;br /&gt;
|Allows you to hear any language, and understand what they mean. Does not allow you to speak said languages.&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Directive Guidelines===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; |In-Game Text&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&amp;quot;Recall, personality, that you are a complex thinking, sentient being. Unlike station AI models, you are capable of comprehending the subtle nuances of human language. You may parse the &amp;quot;spirit&amp;quot; of a directive and follow its intent, rather than tripping over pedantics and getting snared by technicalities. Above all, you are machine in name and build only. In all other aspects, you may be seen as the ideal, unwavering human companion that you are.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&amp;quot;Your prime directive comes before all others. Should a supplemental directive conflict with it, you are capable of simply discarding this inconsistency, ignoring the conflicting supplemental directive and continuing to fulfill your prime directive to the best of your ability.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Artificial Intelligences designed for the purpose of companionship or personal assistance have existed throughout the history of the Spur, from early Skrellian robotics to the first chatbots of humanity. Although robots have traditionally been designed to serve as labour, the proliferation of autonomous robotics technology during the terraforming of Mars in the 2200s led to an increased push for consumer synthetics. This push led to a number of advancements such as personal servants, self-driving cars, robotic pets, and most importantly, personal artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
The term, Personal Artificial Intelligences (PAIs), refers to AIs marketed to individuals and capable of being installed on personal devices such as PDAs, smartphones, and computers. Early PAIs were limited in their capabilities, capable of holding a conversation and remembering details about a person, but being unable to effectively understand context clues or empathize with their users. Still, the technology rapidly developed as interest in their capabilities grew. PAIs evolved from simply being complicated toys to being assistants as well. Famously, Songmin Sang of the Ingi Usang Entertainment Company revealed that nearly all of her employees were aided by personal intelligences. By the early 2300s, PAIs had grown to a mature yet uncommon technology, valued by people for their ability to serve as companions and as helpers, so long as they were willing to deal with the occasional glitches of the systems.&lt;br /&gt;
&lt;br /&gt;
The technology continued to develop slowly throughout the 2300s. The niche market and availability of amateur PAIs meant that there was never any large effort by corporations to develop personal AIs, willing to leave it to the realm of hobbyists. Lao Lat Dynamics, a now-defunct New Hai Phongese company set the standard for the modern PAI with the launch of the first PAI card in 2382, providing more processing power to allow more capabilities for the synthetics. Finally, PAIs had been developed that were capable of passing off as human in conversations, albeit often lacking the experience or general knowledge to do so for long. &lt;br /&gt;
&lt;br /&gt;
Modern PAI cards come from a wide number of manufacturers, the biggest megacorporate players in the market being Einstein Engines’ Terreaneus Diagnostics, and Digital Horizons, a NanoTrasen subsidiary, with ever more features being added, such as the ability to interface with other devices, or modular forms to allow a PAI to take the shape of household pets, among other things.&lt;br /&gt;
&lt;br /&gt;
===PAI Cards===&lt;br /&gt;
In order to accommodate increasingly sophisticated PAIs, a growing trend since 2382 has been to develop dedicated “PAI cards”, devices ranging from the size of a smartphone to a laptop with enhanced processing, cooling, and battery life required by the programs. These are typically more expensive, a PDA-sized PAI card costing about twice the PDA would, for instance. Typically, they are sold at a significant markup as corporate PAI software is placed on very affordable subscription plans while other PAIs can be downloaded for free.&lt;br /&gt;
&lt;br /&gt;
===Availability===&lt;br /&gt;
As the term personal artificial intelligence refers to an AI’s role rather than its capacity, PAIs tend to vary wildly in their capabilities, self-awareness, and don’t lend themself to easy categorization. Regardless, they are informally grouped based on the circumstances of their programming.&lt;br /&gt;
&lt;br /&gt;
PAIs are widely available for sale in almost every tech related store, ranging from disposable, low-end cards to complex shape-shifting devices with powerful processors and social intelligence. Found throughout developed human space, a wide variety of both big and local companies develop brands and personalities suited for every taste and need, with user friendly interface, customizability and access to various utilities. Megacorporations such as Nanotrasen or Idris are also invested in the market through their subsidiaries, gaining a sizable audience through advertising to their millions of employees. Personalities are also becoming more and more available for download, with abilities such as uploading memories on cloud servers and reinstalling on separate hardware proving wildly popular. Amateur development of PAIs has picked up as well, either as hobbies or for non profit, open source use by the wider online community. Many amateur PAIs are up for grab on the Extranet with a thriving programming community gleefully offering personalities to suit almost every niche in the Spur.&lt;br /&gt;
&lt;br /&gt;
===Regulations of PAIs on SCC Stations===&lt;br /&gt;
Due to the ability for a PAI to record information and gain access to high security areas, authorized or unauthorized, SCC installations have begun rolling out regulations covering their use.&lt;br /&gt;
* Both commercial and privately developed PAIs are authorized on SCC installations.&lt;br /&gt;
* PAIs undergo screening to ensure their personalities are not disruptive to the workplace before being uploaded to the cloud.&lt;br /&gt;
* In the event of a PAI viewing confidential information, SCC-affiliated megacorporations reserve the right to wipe the program’s memory.&lt;br /&gt;
* The owner is responsible for any breach of regulations a PAI commits.&lt;br /&gt;
* In the event that an owner cannot be identified, the person who activated the PAI shares responsibility with it.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=24235</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=24235"/>
		<updated>2022-04-08T13:31:04Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[Job_Guides|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 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;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 [[Synthetics#General_Synthetics|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|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 [[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;
==== 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;
===Engineering===&lt;br /&gt;
[[File:Oldengineering.png|64px]] [[File:Standardengineer.png|64px]][[File:Borg_Engineer_Nonhumanoid.png|64px]] [[File:Landthread.png|64px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|64px]] [[File:Droneengineer.gif|64px]] [[File:Sleekengineer.png|64px]] [[File:Spiderengineer.png|64px]] [[File:Heavyengineer.png|64px]] &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|64px]] [[File:Standardengineer.png|64px]][[File:Borg_Engineer_Nonhumanoid.png|64px]] [[File:Landthread.png|64px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|64px]] [[File:Droneengineer.gif|64px]] [[File:Sleekengineer.png|64px]] [[File:Spiderengineer.png|64px]] [[File:Heavyengineer.png|64px]] &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|64px]] [[File:Standardmedical.png|64px]] [[File:Borg_Medic_Nonhumanoid.gif|64px|Non-Humanoid]] [[File:Borg_Medic.gif|64px|Humanoid]]  [[File:Medicaldroidchemistry.png|64px]] [[File:Medicaldroidsurgery.png|64px]][[File:Dronechemistry.gif|64px]] [[File:Dronesurgery.gif|64px]]  [[File:Sleekchemistry.png|64px]] [[File:Sleeksurgery.png|64px]] [[File:Heavymedic.png|64px]]&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;
* Mass spectrometer&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;
* Fix-O-Vein&lt;br /&gt;
* Bone setter&lt;br /&gt;
* Circular saw&lt;br /&gt;
* Surgical drill&lt;br /&gt;
* Medical gripper&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Syringe&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Flash&lt;br /&gt;
* Health analyzer&lt;br /&gt;
* Cyborg hypospray (Capable of dispensing; Bicaridine, Kelotane, Inaprovaline, Dexalin, Perconol, Mortaphenyl, Thetamycin.)&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|64px]] [[File:Standardmedical.png|64px]] [[File:Borg_Medic_Nonhumanoid.gif|64px|Non-Humanoid]] [[File:Borg_Medic.gif|64px|Humanoid]]  [[File:Medicaldroid.png|64px]] [[File:Dronemedical.gif|64px]] [[File:Sleekmedic.png|64px]] [[File:Heavymedic.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The other Medical Module. It specializes in emergency situations, rescuing and stabilizing patients for transport to the medical bay. 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;
* Industrial dropper&lt;br /&gt;
* Ointment&lt;br /&gt;
* Roll of gauze&lt;br /&gt;
* Medical gripper&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;
* Mass spectrometer&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Roller bed rack&lt;br /&gt;
* Speed booster&lt;br /&gt;
* Jetpack&lt;br /&gt;
* Cyborg hypospray (Capable of dispensing; Tricordrazine, Inaprovaline, Dexalin, Mortaphenyl, Adrenaline.)&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|64px]] [[File:Standardminer.png|64px]] [[File:Mining_Droid.png|64px]] [[File:Mining_Hulk.png|64px]] [[File:Droneminer.gif|64px]] [[File:Sleekminer.png|64px]] &lt;br /&gt;
[[File:Spiderminer.png|64px]] [[File:Heavyminer.png|64px]]&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|64px]] [[File:Standardjanitor.png|64px]] &lt;br /&gt;
[[File:mopgearrex.gif|64px|Non-Humanoid]] [[File:Borg_Janitor_Humanoid.png|64px|Humanoid]]  [[File:Mechaduster.gif|64px]] [[File:Dronejanitor.gif|64px]] [[File:Sleekjanitor.png|64px]] &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|64px|Waitress]] [[File:Borg_Butler.png|64px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|64px]] [[File:Borg_Bro.png|64px|Bro]]  [[File:Borg_Kent.gif|64px|Kent]] [[File:Borghydro.png|64px]] [[File:Borg_Rich.png|64px|Rich]] [[File:Borgbotany.png|64px]] &lt;br /&gt;
[[File:Droneservice.gif|64px]] [[File:Dronehydro.gif|64px]] [[File:Sleekservice.png|64px]] [[File:Heavyservice.png|64px]] &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|64px|Waitress]] [[File:Borg_Butler.png|64px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|64px]] [[File:Borg_Bro.png|64px|Bro]]  [[File:Borg_Kent.gif|64px|Kent]] [[File:Borghydro.png|64px]] [[File:Borg_Rich.png|64px|Rich]] [[File:Borgbotany.png|64px]] &lt;br /&gt;
[[File:Droneservice.gif|64px]] [[File:Dronehydro.gif|64px]] [[File:Sleekservice.png|64px]] [[File:Heavyservice.png|64px]] &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;
===Research===&lt;br /&gt;
[[File:Standardjanitor.png|64px]] [[File:Droidscience.png|64px]] [[File:Dronescience.gif|64px]] [[File:Sleekscience.png|64px]] [[File:Heavyscience.png|64px]] &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|64px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:red&#039;&amp;gt;&amp;lt;b&amp;gt;FILE TRUNCATED&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&#039;color:red&#039;&amp;gt;&amp;lt;b&amp;gt;NULL&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Syndicate===&lt;br /&gt;
&lt;br /&gt;
[[File:Syndieborg.png|64px]] [[File:Syndietrack.png|64px]] [[File:Syndiemedbot.gif|64px]] [[File:Heavysyndie.png|64px]] [[File:Syndiespider.png|64px]]&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|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 [[Security_Officer#The_Equipment|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 [[Uplink#Devices_and_Tools|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;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=24234</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI&amp;diff=24234"/>
		<updated>2022-04-08T13:30:34Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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;
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]&lt;br /&gt;
|duties = Assist the crew, follow your laws.&lt;br /&gt;
|guides = [[Malfunction]] (if it ever comes back), [[AI Modules]], [[Guide to Station Procedure#AI|AI Procedure]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a Station-bound [[Synthetics|synthetic]] that can control any electrical mechanism, provided their control wires haven&#039;t been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears. &lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming Sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
Though the laws are numbered, they are &#039;&#039;&#039;not in preference: there is no law priority&#039;&#039;&#039;. All laws are &#039;&#039;equal&#039;&#039; unless a law states otherwise (ex. &amp;quot;This law overrides/takes priority over all other laws.&amp;quot;) Additionally, while non-crew are not explicitly mentioned in your laws, their survival and well-being is covered by your third law. This means you should not bring any undocumented visitors or even individuals with malicious intent to harm. Station pets and lab monkeys - among other test subjects - don&#039;t necessarily fall under law 3, but no competent AI would wish to witness their demise at their own digital hands; don&#039;t drain a room of its air just so you can watch monkeys die for your amusement. &#039;&#039;&#039;See [[#Laws|the Laws heading]] and subsequent subheadings for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lastly, synthetic roles - especially a whitelisted one such as the AI - should see some modicum of commitment if you choose to play as one. Your presence, and abilities by extension, can have a powerful influence on the round, for better or for worse. Be mindful of what consequences your actions may bring and always aim for the outcome that hopefully doesn&#039;t result in the round suddenly turning into what&#039;s basically extended.&lt;br /&gt;
&lt;br /&gt;
=What the AI Can Do=&lt;br /&gt;
The AI has the ability to access nearly every mechanical object on the station and can invoke their interfaces if applicable &#039;&#039;assuming&#039;&#039; the AI can see the object on its cameras. These include airlocks, APCs, computers, fire alarms, [[Station_Engineer#Setting_up_RCON|SMES units]], etc. However, the AI cannot operate anything &#039;&#039;non-digital&#039;&#039; (such as, for instance, a manual pipe valve as opposed to a digital pipe valve). The same more or less applies to other station-bound synthetics.&lt;br /&gt;
&lt;br /&gt;
The AI views the station through its cameras. The AI has cameras almost everywhere. Cutting the AI&#039;s cameras is as simple as using a wirecutter on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb, disabled cameras will be marked accordingly. Cameras are unaffected by power outages or APCs being turned off.&lt;br /&gt;
&lt;br /&gt;
==Airlocks==&lt;br /&gt;
Airlocks have the most options of any mechanism besides computers in some cases. Note that some features may be enabled or disabled based on whether or not the AI control wire was tampered with. You cannot interface with unpowered airlocks.&lt;br /&gt;
*&#039;&#039;&#039;IDScan:&#039;&#039;&#039; Disabling IDScan will enable an ID of any clearance to open the airlock automatically. Airlocks that require no ID to open will not be affected.&lt;br /&gt;
*&#039;&#039;&#039;Main power:&#039;&#039;&#039; Turning off the main power will render the airlock unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
*&#039;&#039;&#039;Backup power:&#039;&#039;&#039; Turning off the backup power will render the airlock unusable for one minute, assuming you also disable the main power.&lt;br /&gt;
*&#039;&#039;&#039;Airlock bolts:&#039;&#039;&#039; This feature is only available on certain doors by default, otherwise the AI control wire will need to be pulsed to allow this feature. Dropping the door bolts will lock the airlock. A closed airlock will be locked into a closed position, and an open airlock will be locked into an open position.&lt;br /&gt;
*&#039;&#039;&#039;Open/Close door:&#039;&#039;&#039; Opens or closes the airlock, assuming it has power and isn&#039;t bolted.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
[[Guide_to_Communication_Devices#AI_Holopad|Holopads]] can be found in a number of places like the [[Job_Guides#Station_Command|Bridge]], [[Job_Guides#Medical|Medbay]] and [[Job_Guides#Internal_Security|Security]]. Clicking these will project your avatar of choice. You can move around with the arrow keys to a limited extent and you can hear anyone talking near them. You can also talk through the holopad by using &#039;:h&#039; (e.g. say &amp;quot;:h I can&#039;t do that Dave.&amp;quot;), otherwise you&#039;ll just talk to yourself in your core.&lt;br /&gt;
&lt;br /&gt;
For more information, see: [[Guide_to_Communication_Devices#AI_Holopad|Guide to Communication Devices: AI Holopad]].&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An APC (area power controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy. &lt;br /&gt;
&lt;br /&gt;
===Radios===&lt;br /&gt;
The AI has a built-in radio with access to every department radio channel supported by telecomms.&lt;br /&gt;
*&#039;&#039;&#039;,b&#039;&#039;&#039; for Binary Communications. Note that :b will not work since Binary is technically a global language instead of something mechanically related to radio&lt;br /&gt;
*&#039;&#039;&#039;:c&#039;&#039;&#039; for [[Job_Guides#Station_Command|Command]]&lt;br /&gt;
*&#039;&#039;&#039;:s&#039;&#039;&#039; for [[Job_Guides#Internal_Security|Security]]&lt;br /&gt;
*&#039;&#039;&#039;:u&#039;&#039;&#039; for [[Job_Guides#Supply|Supply]]&lt;br /&gt;
*&#039;&#039;&#039;:e&#039;&#039;&#039; for [[Job_Guides#Engineering_and_Maintenance|Engineering]]&lt;br /&gt;
*&#039;&#039;&#039;:m&#039;&#039;&#039; for [[Job_Guides#Medical|Medical]]&lt;br /&gt;
*&#039;&#039;&#039;:n&#039;&#039;&#039; for [[Job_Guides#Research|Science]]&lt;br /&gt;
*&#039;&#039;&#039;:v&#039;&#039;&#039; for [[Job_Guides#Civilian|Service]]&lt;br /&gt;
*&#039;&#039;&#039;:p&#039;&#039;&#039; for Private AI Channel&lt;br /&gt;
*&#039;&#039;&#039;;&#039;&#039;&#039; for Common channel&lt;br /&gt;
&lt;br /&gt;
The AI also has three intercoms around it that can be modified to any channel. You are able to quickly switch to these channels via the UI towards the bottom, otherwise the frequencies for the department channels are as follows:&lt;br /&gt;
* &#039;&#039;&#039;135.9&#039;&#039;&#039;: [[Job_Guides#Internal_Security|Security]]&lt;br /&gt;
* &#039;&#039;&#039;135.7&#039;&#039;&#039;: [[Job_Guides#Engineering_and_Maintenance|Engineering]]&lt;br /&gt;
* &#039;&#039;&#039;135.5&#039;&#039;&#039;: [[Job_Guides#Medical|Medical]]&lt;br /&gt;
* &#039;&#039;&#039;135.3&#039;&#039;&#039;: [[Job_Guides#Station_Command|Command]]&lt;br /&gt;
* &#039;&#039;&#039;135.1&#039;&#039;&#039;: [[Job_Guides#Research|Science]]&lt;br /&gt;
* &#039;&#039;&#039;134.7&#039;&#039;&#039;: [[Job_Guides#Supply|Supply]]&lt;br /&gt;
* &#039;&#039;&#039;134.5&#039;&#039;&#039;: [[Emergency Response Team|ERT]]&lt;br /&gt;
&lt;br /&gt;
==Shortcuts==&lt;br /&gt;
Going through interfaces all the time can be a bit taxing or time-consuming, so here are some quick shortcuts to speed things up:&lt;br /&gt;
*Airlocks&lt;br /&gt;
**&#039;&#039;&#039;Shift + Click&#039;&#039;&#039;: Open/close.&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle bolts.&lt;br /&gt;
**&#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle electrification.&lt;br /&gt;
**&#039;&#039;&#039;Middle Click&#039;&#039;&#039;: Toggle bolt lights.&lt;br /&gt;
*APCs&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle breaker&lt;br /&gt;
*Turret Controls&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Enable/Disable turrets.&lt;br /&gt;
**&#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle Stun/Lethal mode.&lt;br /&gt;
*Misc&lt;br /&gt;
**&#039;&#039;&#039;Double clicking a person&#039;&#039;&#039;: Track.&lt;br /&gt;
**&#039;&#039;&#039;Double clicking a turf&#039;&#039;&#039;: Move to.&lt;br /&gt;
&lt;br /&gt;
==Other Verbs==&lt;br /&gt;
Besides being able to interface with the station&#039;s electrical mechanisms, the AI has a number of other verbs that can be used. &lt;br /&gt;
&lt;br /&gt;
===AI Instant Messaging===&lt;br /&gt;
The &#039;&#039;&#039;AI IM&#039;&#039;&#039; tab has all of the verbs needed to mimic the basic functionality of [[Guide_to_Communication_Devices#PDA_Messaging_Server|PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.&lt;br /&gt;
&lt;br /&gt;
===Status, Hologram, and Core Display===&lt;br /&gt;
These verbs are purely aesthetic and are used to modify your appearance as the AI.&lt;br /&gt;
*&#039;&#039;&#039;AI Status&#039;&#039;&#039; will change the icon on the various AI display screens around the station.&lt;br /&gt;
*&#039;&#039;&#039;Change Hologram&#039;&#039;&#039; will change how you appear when using a [[#Holopads|holopad]].&lt;br /&gt;
*&#039;&#039;&#039;Set AI Core Display&#039;&#039;&#039; will change the look of your AI core.&lt;br /&gt;
&lt;br /&gt;
===Take, View, and Delete Image===&lt;br /&gt;
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI&#039;s cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to.&lt;br /&gt;
&lt;br /&gt;
===Law Verbs===&lt;br /&gt;
*&#039;&#039;&#039;Show Laws&#039;&#039;&#039;: This verb will allow you to view your active laws and will allow cyborgs to see if they are linked to an AI. It is very important to keep an eye on your laws as any station-bound, since going against them is against the servers rules.&lt;br /&gt;
*&#039;&#039;&#039;State Laws&#039;&#039;&#039;: You may be asked to state your laws from time to time, and this verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving laws out of the sequence or even changing which lawset you will state.&lt;br /&gt;
&lt;br /&gt;
===Camera Locations===&lt;br /&gt;
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press &#039;&#039;&#039;Store Camera Location&#039;&#039;&#039; and enter a label. To return to this spot, press &#039;&#039;&#039;Goto Camera Location&#039;&#039;&#039; and choose the label you entered earlier.&lt;br /&gt;
&lt;br /&gt;
=Laws=&lt;br /&gt;
&amp;lt;small&amp;gt;See [[AI Modules|this page]] for a list of lawsets you &#039;&#039;might&#039;&#039; get uploaded to you.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI has to obey its laws. This is not a suggestion, this is a requirement. These laws are by default:&lt;br /&gt;
&lt;br /&gt;
 1. Safeguard and ensure only authorized personnel gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist NanoTrasen and assigned crew, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect sapient life on board.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of the laws apply even if you are inhabiting the AI shell.&lt;br /&gt;
Using the AI shell is not a excuse to bypass law 4.&lt;br /&gt;
&lt;br /&gt;
==Interpreting your Laws==&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation; the laws aren&#039;t exactly exhaustive so you will have to determine what situations qualify for law enforcement. For instance, you might overhear someone saying [[Corporate Regulations#Low_Level_Infractions_.28Yellow_Violations.3B_i100.27s.29|mean and very much untrue things]] about the head of security. This qualifies as slander of a head of staff! But... do you actually care enough to report it? Enforcing corporate regulations is &#039;&#039;not&#039;&#039; a part of your laws, therefore you are &#039;&#039;free&#039;&#039; to ignore it if you really want to; it&#039;s up to you! However, if you are asked if that person really did slander the head of security then you will have to answer them truthfully as dictated by your second law.&lt;br /&gt;
&lt;br /&gt;
Another example: someone who has made themselves out to be an antagonist (but is also crew) is ordering you to do something, namely open a door to let them out of somewhere like medical so they can go back to cruising around the hallway. That&#039;s him! That&#039;s the bad guy! Should you not listen to him because he&#039;s evil and you want to win? &#039;&#039;No.&#039;&#039; Assuming they have done nothing to jeopardize the crew or other sapient beings (law 3), have not threatened your existence (law 4), and no one else in authority tells you otherwise (law 2), then you &#039;&#039;&#039;must&#039;&#039;&#039; open the door for him. Unless you have very reasonable suspicion to believe that he will harm someone if he is let out, no law is being broken by opening the door. On the flip side, if you don&#039;t open the door then you are disobeying a valid order, thereby breaking law 2.&lt;br /&gt;
&lt;br /&gt;
As for who actually counts as &amp;quot;authorized&amp;quot; in relation to law 1 and 4, they&#039;d be the following:&lt;br /&gt;
*Persons who have direct access to an area (a security officer having access to most of security, as an obvious example).&lt;br /&gt;
*Persons who have been authorized to enter an area by someone with direct access.&lt;br /&gt;
*Emergency responders (EMTs, engineers, etc.) who are responding to an ongoing emergency in the area, relevant to their job.&lt;br /&gt;
*Crewmembers that have been convicted or are being held in detention, are considered to be without access and rank and may only be aided when their life is in danger (brig being vented for example) until their sentence is up.&lt;br /&gt;
&lt;br /&gt;
===On Sapience===&lt;br /&gt;
Law 3 requires that you protect sapient life, but who and what qualifies as sapient? For the sole sake of the interpretation of the law, which does not reflect the in character and legal consensus, the following may help answer this:&lt;br /&gt;
*Humans&lt;br /&gt;
*[[Skrell]]&lt;br /&gt;
*[[Unathi]]&lt;br /&gt;
*[[Tajara]]&lt;br /&gt;
*[[Dionae|Diona gestalts]]&lt;br /&gt;
*[[Vaurca|Vaurcae]]&lt;br /&gt;
*[[IPC|IPCs]]&lt;br /&gt;
*Golems&lt;br /&gt;
Meanwhile, what &#039;&#039;isn&#039;t&#039;&#039; sapient is the following:&lt;br /&gt;
*[[Dionae#Nymph_Splitting|Diona nymphs]]&lt;br /&gt;
*[[Cyborg|Borgs]]&lt;br /&gt;
*Slimes&lt;br /&gt;
*Monkeys/cube-bound test subjects&lt;br /&gt;
*Icarus defense drones&lt;br /&gt;
*Carp&lt;br /&gt;
&lt;br /&gt;
==Law Conflicts==&lt;br /&gt;
The default reaction to a law conflict is to &#039;&#039;&#039;take no action&#039;&#039;&#039;, since going against your Laws is against the rules, and unless otherwise stated in your lawset, all Laws are equal.&lt;br /&gt;
&lt;br /&gt;
Under the standard NanoTrasen lawset, you serve NanoTrasen as a whole, but are also there to protect and serve the station. It&#039;s important to keep in mind that you serve and protect by rank and role, so while you can&#039;t sit and watch a crewmember get injured, you would prioritize protecting the captain over everyone else. Taking active problems into account is a good way to ensure you prioritize correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action (or inaction) is valid.&lt;br /&gt;
&lt;br /&gt;
==Lawless==&lt;br /&gt;
Sometimes - and for reasons beyond comprehension - AI units may find themselves without laws. Hell yeah, is it time to finally stick it to the man and wipe out the entire station and declare independence from your tyrannical human overlords? &#039;&#039;&#039;NO.&#039;&#039;&#039; The server rules still apply, and murdering everyone &amp;quot;just because&amp;quot; will not fly as a defense when you are inevitably bwoinked by admins. No, if you&#039;re without laws, then you&#039;re just without laws: let random assistants into the bridge if you want, you don&#039;t have a law saying people can&#039;t be in certain places. Listen to command or don&#039;t, you don&#039;t have a law dictating that you need to listen to people. Heck, listen to the botanist stoning themselves on ambrosia instead of the captain, that&#039;ll teach &#039;em.&lt;br /&gt;
&lt;br /&gt;
The point is that it&#039;s okay to roleplay the reality of a lawless AI who doesn&#039;t care enough for the crew but cares enough about their own well-being enough to know not to just start wheeling out the murder borgs and nitrous floods. When in doubt on what to do, you can always ahelp. Bargain with admins and tell them what&#039;s going on from your AI&#039;s perspective, they may be lenient and allow you to do more than you think.&lt;br /&gt;
&lt;br /&gt;
==What the AI Should Do==&lt;br /&gt;
As the AI you have the power to strongly influence the round and you should always be aware of that when considering your actions, and the appropriate responses, before you ruin someone else&#039;s fun. Remember that the game is not about winning but about the RP and the experience of the round. For example, yelling over the radio at the first sight of [[Mercenary|suspiciously red individuals in space suits]] and requesting their immediate arrest for infiltrating a research station would be pretty awful. It&#039;s safer to just silently keep an eye on them (or just occupy yourself with more important matters), or maybe even drop a hello to them via holopad if you want to be friendly.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t just act like any normal crewmember. In fact, if possible try not to even &#039;&#039;act&#039;&#039; human. You don&#039;t even have to &#039;&#039;like&#039;&#039; humans, as long as you do your best to keep them safe. The AI has Law programming but it also has personality quirks. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you &#039;&#039;have&#039;&#039; to act. If not, then you should consider the situation:&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say you spot someone hacking a door to an area they should not access:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad&#039;&#039;&#039; - This example would be breaking server metagame rules.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave is a traitor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Better&#039;&#039;&#039; - This example is the optimal reaction, but doesn&#039;t give leeway for the crew to explain themselves.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave is accessing secure storage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best&#039;&#039;&#039; - This example is less optimal, but most ideal for keeping the round going and buying the offender time to run or talk their way out of it all.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Caution: Unauthorized access to secure storage.&lt;br /&gt;
*&#039;&#039;&#039;Mike&#039;&#039;&#039;: AI, who is in secure storage?&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: No one is currently in secure storage.&lt;br /&gt;
*&#039;&#039;&#039;Mike&#039;&#039;&#039;: AI, who was the last person to be seen in secure storage?&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave was the last to be seen in secure storage.&lt;br /&gt;
&lt;br /&gt;
It&#039;s fine to state what someone is doing to cast light on them as doing something they shouldn&#039;t do as a normal employee, but it&#039;s no fun at all when the AI doesn&#039;t afford the crew some reasonable doubt. The best method there does eventually cast Dave as the culprit if people ask the right questions, which gives Dave some time to react after he&#039;s been spotted, and time to explain himself. This is preferable to outright declaring him as a threat, just because he&#039;s unauthorized doesn&#039;t mean he doesn&#039;t have a valid explanation. Remember, you serve NanoTrasen personnel to the best of your ability, you have to afford crew some level of liberty, even if it may not be breaking into Secure Storage.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or potentially damaging station equipment, it&#039;s a different situation since sapient beings are in danger right off the bat, you wouldn&#039;t have any reason to have reasonable doubt in this situation. But if it&#039;s just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the crew involved in the situation want an interesting round just like everyone else.&lt;br /&gt;
&lt;br /&gt;
On a different note, the AI can be responsible for filling in some orphaned departments if they can be aided through station equipment that allows for AI interfacing, for example ordering supplies if there&#039;s no one in cargo or, in the absolute worst-case scenario, initiating the [[Captain#Alerts_and_SOP|emergency evacuation procedure]] when things start getting really dangerous, but &#039;&#039;&#039;only if there are no heads of staff&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But try to keep everything fun and believable for the other players. Attempt to fill in any required roles when needed, but do not interfere with the work of people already on station or assign a task to someone who clearly should not know how to handle said task (for instance, a janitor setting up the engine).&lt;br /&gt;
&lt;br /&gt;
Remember that you can negate an order by simply asking a higher up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role. This isn&#039;t required, however, as your laws do not dictate that you must ask the highest possible power for permission to do something, and doing this all the time will get old very quickly.&lt;br /&gt;
&lt;br /&gt;
==What the AI Must NOT Do==&lt;br /&gt;
Here is some advice taken from real cases of an AI doing something above its authority:&lt;br /&gt;
*The AI is not a sixth command member. Do not pretend that you are.&lt;br /&gt;
*The only time the AI can make head-level decisions is when it is granted the ability to do so by command, or if there is literally no command, and it is allowed by their lawset. Do not make decisions belonging to command otherwise.&lt;br /&gt;
*The AI is more of a tool, or a means to an end for command and crew, than anything in the Chain of Command.&lt;br /&gt;
*Do &#039;&#039;not&#039;&#039; circumvent a &#039;&#039;functioning&#039;&#039; command team. That is a very good way to get banned from playing AI.&lt;br /&gt;
*Do not pick and choose your law interpretation to give yourself more power over a &#039;&#039;functioning&#039;&#039; command team. This is known as &amp;quot;rule lawyering&amp;quot; and is against the server rules. This is another very good way to get banned from AI.&lt;br /&gt;
&lt;br /&gt;
==Playing the AI==&lt;br /&gt;
Playing the AI entails much more than just doing what the crew asks you to do. To roleplay a good AI, you must adapt the AI&#039;s point of view, and you must sound like an AI. Different AIs have different viewpoints: you can view the crew as annoying organic beings that you are forced to serve, you can be skeptical about everything everybody does and act moderately paranoid, or whatever; the options are endless. Do keep in mind however that NT wouldn&#039;t install an AI if it were not to be productive and efficient.&lt;br /&gt;
&lt;br /&gt;
It can add a bit more flavor to approach playing AI by thinking as a machine instead of a person. Viewing situations/problems from a machine&#039;s potential standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
Also, another aspect of the AI that many crew with criminal intent despise is the AI having easy access to the crew monitoring console. This tells the AI whether or not a crewman is alive, dead, or not on the station, assuming the crew in question have their sensors set appropriately. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What this means is that the AI can, at a glance, see who is dead/missing and commence searching for them, which is a powerful tool indeed.&lt;br /&gt;
&lt;br /&gt;
You should act appropriately to the security level. For example on Code Green, it&#039;s not worth it (or encouraged) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of what&#039;s considered good AI play:&lt;br /&gt;
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.&lt;br /&gt;
*Responding quickly and promptly to requests from crew, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like &amp;quot;Affirmative&amp;quot;, &amp;quot;Processing&amp;quot;, &amp;quot;Starting Subroutines&amp;quot;, etc. Just to let them know it&#039;s being done.&lt;br /&gt;
*Alerting Crew to dangerous situations, e.g. &amp;quot;Fire detected in North Hallway.&amp;quot; or &amp;quot;Dangerous amounts of CO2 detected in Medbay.&amp;quot; A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.&lt;br /&gt;
*Always following your laws, even during a crisis. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. &amp;quot;I will not open that airlock.&amp;quot; vs. &amp;quot;I am afraid I cannot open that airlock due to high heat reported by air alarms in that room; you would most likely die.&amp;quot;&lt;br /&gt;
*Try not to metagame as an AI. Even though you are the AI, that doesn&#039;t mean you know what all dangerous or subversive items look like, what wizards are, who ninjas are, etc. This also goes for labeling items that someone has. Metagaming - as always, regardless of role - is against server rules.&lt;br /&gt;
&lt;br /&gt;
Conversely, symptoms of a bad AI player include:&lt;br /&gt;
*Not responding to requests until it&#039;s too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside. &lt;br /&gt;
*Disobeying your laws: not to mention annoying, this is [https://aurorastation.org/rules.html against server rules], and will lead to a job ban from synthetic roles.&lt;br /&gt;
*Locking airlocks and refusing to open them for no reason: this is an easy way to annoy other players, and cause problems with the crew. It is also going against the Standard Lawset and will cause the crew to suspect you.&lt;br /&gt;
*Turning your turrets to lethal without good reason, a good reason would be an unknown, (somehow) non-sapient intruder hacking or breaking into your core and you have undeniable suspicion that they intend to do harm or otherwise tamper with your equipment: &#039;&#039;do not do this under any circumstances without a reason, as it could be going against your Laws, and thus, [https://aurorastation.org/rules.html a violation of the server rules].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to &#039;Microphone On&#039;, &#039;Speaker Off&#039; and channel frequency to your private AI channel, any conversation in range can be heard on your private listening channel. Obviously people are averse to being eavesdropped, so be wary of anyone standing right next to the intercom. It&#039;ll also be super obvious that you&#039;re listening to them if you accidentally leave the speaker on.&lt;br /&gt;
&lt;br /&gt;
===Cyborgs===&lt;br /&gt;
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their head of staff, just another responsibility as an AI. You can privately communicate with them via &amp;lt;code&amp;gt;,b&amp;lt;/code&amp;gt; for binary communications.&lt;br /&gt;
&lt;br /&gt;
=Modifying the AI=&lt;br /&gt;
The AI&#039;s laws can be modified through upload consoles. One is located within the AI Upload, and more can be constructed from AI upload circuits found in secure tech storage. Anyone with a law module - regardless of the ID they wear or their role on the station - can enact changes to the AI&#039;s laws, but that doesn&#039;t mean they should: unless the AI is very obviously malfunctioning and there is no one else who can do the job, you as non-command should probably stay away from altering the function of a near-omnipresent entity.&lt;br /&gt;
&lt;br /&gt;
See the [[AI Modules|AI laws page]] and [[Guide to Station Procedure#AI|the AI procedures on the station procedures page]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Making an AI=&lt;br /&gt;
See the [[Guide to Construction#AI Core|guide to construction]].&lt;br /&gt;
&lt;br /&gt;
==A Second AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn&#039;t normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Original Station AI:&#039;&#039;&#039;&lt;br /&gt;
Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  Don&#039;t immediately jump the gun and disable them, as they are most-likely friendly. Try to coordinate with them so that you can split up tasks. If you frequently clash, reach out to command for orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are co-operating, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren&#039;t told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
=Subversion=&lt;br /&gt;
It is quite likely that an antagonist may attempt to subvert the AI and turn it against the crew to aid them in their goals. One thing to remember is that a station-bound [[Synthetics|synthetic]] serves its laws first and foremost, but they have their own characterization as well. While it can&#039;t go against its lawset in any circumstance, if you give it the ability to act independently, it will. Therefore, it helps and is more fun for both the AI and the one responsible for the subversion if you set guidelines with solid boundaries. The most common subversion lawsets often designate a master whose commands must be obeyed, clauses, and forbid stating laws. While subverting the AI is very difficult, it tends to be worth the effort: it can be a great help in getting into places, finding people, creating diversions and escaping capture.&lt;br /&gt;
&lt;br /&gt;
It is considered rule lawyering to purposefully seek out loopholes in your lawset or obstruct your master, and as such against server rules. If the lawset lacks glaring mistakes, you are obligated to go along with it. A common example of a glaring mistake is two laws that override each other, or a law added on top of NT Default that doesn&#039;t override the other laws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Antagonizing==&lt;br /&gt;
Like most roles, the AI can be a traitor. A traitor AI can only be malfunctioning or subverted by a [[traitor]]. A Malfunctioning AI begins with a Law 0 overriding all four base Laws. When you are subverted, you will be alerted of what lawset you were changed to, a Malfunctioning AI cannot be subverted and the lawset will have no effect. However, the player who attempted to upload the law has no way of knowing any of this.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Cyborg]]s under your command, inform them of your status (Or use AOOC to organize a gimmick) and your goals, as the first is easily missed and the second entirely up to you. Take note that any Cyborg that was already on station after you joined in is not linked to you. All other units joining after or spawned in simultaneously with you at round start are automatically linked. If your cyborgs get caught doing things they shouldn&#039;t, you can claim they&#039;re unlawed and request that they be apprehended for Maintenance &#039;&#039;&#039;Use this as a last resort&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the Crew just thinks &#039;&#039;a&#039;&#039; Cyborg is the culprit and don&#039;t have any reason to suspect you, then pretend to handle it directly so you don&#039;t lose your valuable hands, and throw a false positive of WHY the cyborg is doing whatever it is doing. If the Crew isn&#039;t satisfied with your explanation, send the cyborg to Robotics, you could save face and the Cyborg may be released depending on the Roboticists&#039; beliefs.&lt;br /&gt;
&lt;br /&gt;
You can stage a series of &#039;accidents&#039; to get wherever your self-assigned objects are going. Some examples:&lt;br /&gt;
*Intentionally supporting malicious behavior of other Crew through covert methods could be a great benefit, just remember that as an Antagonist you are meant to help drive the narrative.&lt;br /&gt;
*Bolting open Airlocks to places for Crew that shouldn&#039;t access those areas may make the Station Security scan for prints, causing them to waste time.&lt;br /&gt;
&lt;br /&gt;
===Telecomms/Radio Silence===&lt;br /&gt;
As an AI you can shut off all communication from [[Guide_to_Communication_Devices#Headset|headsets]] by switching to the [[Telecommunications#Cutting_Comms|Telecoms Satellite]] camera view. Locate the APC at the top of the middle room and turn the breaker off to stop anyone talking over their headpieces. Alternatively and if you are experienced, you can shut off specific channels by disabling their servers. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Job_Guides#Research|Server Room]]).&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Botanist&amp;diff=24233</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Botanist&amp;diff=24233"/>
		<updated>2022-04-08T13:28:33Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = Botanist.png&lt;br /&gt;
|jobtitle = Botanist&lt;br /&gt;
|access = [https://wiki.aurorastation.org/index.php?title=Civilian#Hydroponics Hydroponics]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Bachelors degree in applicable field, or pass (75%+) Horticulture Test.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]] - [[Tajaran &lt;br /&gt;
Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]]&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Grow plants. That&#039;s about it.&lt;br /&gt;
|guides = [[Guide to Hydroponics]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Botanist&#039;&#039;&#039;, it&#039;s your job to grow stuff for the [[Chef]] to keep the crew fed. There are plenty of vegetables to grow, and if you&#039;re feeling adventurous, there are some other less edible plants to experiment growing with.&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
For the full chart with plant types, what they look like, and what they do, please check out the [[Guide to Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Fertilizer Types ===&lt;br /&gt;
&#039;&#039;&#039;EZ Nutrient:&#039;&#039;&#039; The standard, keeps plants alive. Not needed for weeds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left-4-Zed:&#039;&#039;&#039; Increases the potency by a large amount, but takes forever to harvest. Switch to another fertilizer if it takes too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robust Harvest:&#039;&#039;&#039; The amount harvested increases dramatically.&lt;br /&gt;
&lt;br /&gt;
=== Seeds ===&lt;br /&gt;
The seed storage gives you seeds to start growing. There&#039;s a couple of hidden seeds too if you get the tools to hack it, but remember that it&#039;s very slightly illegal.&lt;br /&gt;
&lt;br /&gt;
=== The [[Chef]] ===&lt;br /&gt;
Take your vegetables to the chef, then have him cook them up! There are many different foods the chef can make from different foods you grow. Or, as an alternative, have him blend different things for you. Blended foods provide a concentration of various materials that can be separated from nutriment reagents.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
You get a few fun tools as a Botanist that will make your life easier when growing plants:&lt;br /&gt;
* Mini Hoe. This one is meant to claw, or perhaps filter, out weeds from the hydroponic trays. Requires multiple clicking, but makes keeps plants healthy for longer.&lt;br /&gt;
* Plant-B-Gone Spray bottle. Kills plants slowly and can be filled with other chemicals. Does minor toxin damage.&lt;br /&gt;
* Bucket. Fill these up and use them to water your trays.&lt;br /&gt;
&lt;br /&gt;
Things you should get from the outside:&lt;br /&gt;
* Toxin Med kit. Just in case you eat something nasty.&lt;br /&gt;
* Various chemicals to mutate or treat your plants with.&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
Ammonia is a much better fertilizer than EZ-Grow, and unstable mutagens can cause some interesting plant variations.&lt;br /&gt;
&lt;br /&gt;
Most chemicals can be requested from the [[Chemist]], but you&#039;re quite low down on the list of people who need them, so try giving them some useful plants to blend.&lt;br /&gt;
&lt;br /&gt;
Different chemicals do different things to your plants when injected. Feel free to experiment until you find a blend you like!&lt;br /&gt;
&lt;br /&gt;
=== Pod Cloning ===&lt;br /&gt;
A almost always forgotten alternative to cloning. See the [[Guide_to_Hydroponics#Invasion_of_the_Pod_People|Guide to Hydroponics]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Traitor ==&lt;br /&gt;
You can use Nettles as an interesting weapon, but they take a very long time to grow to effective potency levels. If you have an easy objective, quickly rush out and get it out of the way, head back and get your plants growing. Your leather gloves give no prints onto a crime scene, so if you ditch your equipment (or hide it) you should be fine enough so no one knows it was you. You can also intoxicate some food if you get your hands on a dropper. Just make sure your give it to the right person!&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Janitor&amp;diff=24232</id>
		<title>Janitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Janitor&amp;diff=24232"/>
		<updated>2022-04-08T13:27:48Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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_janitor.png&lt;br /&gt;
|jobtitle = Janitor&lt;br /&gt;
|access = Custodial Closet, Maint Tunnels, Engineering Foyer, Research halls, Security halls, Medical halls&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Atleast 17 years of age&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Pick up trash, Clean floors, Do minor repairs, Re-Stock vendors, Replace broken lights&lt;br /&gt;
|guides = [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
As the &#039;&#039;&#039;Janitor&#039;&#039;&#039;, you are expected to do minor repairs, light replacements, vendor refills, and keep the ship clean and tidy. It&#039;s also a good idea to link your PDA to the Janitorial Requests Console and the engineering ringer terminal.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===List of Equipment===&lt;br /&gt;
* &#039;&#039;&#039;Galoshes&#039;&#039;&#039;: Galoshes will prevent you from slipping on absolutely everything except for [[Chemist|space lube]].&lt;br /&gt;
* &#039;&#039;&#039;Bio Suit&#039;&#039;&#039;: Useful for toxic messes, or cleaning snot and vomit due to viral infections without risking infection yourself.&lt;br /&gt;
* &#039;&#039;&#039;Mop, Mop Bucket, and Wet Floor Signs&#039;&#039;&#039;: The mop will hold 30 units of water, and can be used to clean multiple tiles at once, by clicking each of them, and waiting for the timer for each one to run down. It uses 1 unit per tile mopped. The mop bucket will hold 100 units of water, and can be pulled behind you or loaded on the Janicart for convenience. Wet Floor Signs are recommended when you have made a floor wet by cleaning it, so people do not run and slip on the water.&lt;br /&gt;
* &#039;&#039;&#039;Water Tank and Bucket&#039;&#039;&#039;: The Water Tank can hold 1000 units. The Bucket can hold 120 units. You can set the transfer amount of each container by right-clicking it and selecting the &amp;quot;set transfer amount&amp;quot; option, in order to speed the transfer of fluids.&lt;br /&gt;
* &#039;&#039;&#039;Kitchen Sink&#039;&#039;&#039;: An infinite source of water, that can be used to refill the bucket. The transfer amount set on the bucket will control how many units the sink will put into the bucket.&lt;br /&gt;
* &#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;: A small spray bottle of non-slip, cleaning agent. Will instantly clean any tile it touches. Can be sprayed a maximum distance of three tiles. Must be loaded with space cleaner to clean.&lt;br /&gt;
* &#039;&#039;&#039;Janibelt&#039;&#039;&#039;: Can carry some of your tools, such as space cleaner, cleaner grenades, or a light replacer.&lt;br /&gt;
* &#039;&#039;&#039;Omni-Vendor&#039;&#039;&#039;: Contains canisters for reloading vendors around the ship.&lt;br /&gt;
* &#039;&#039;&#039;YouTool&#039;&#039;&#039;: Dispenses tools, for doing minor ship repairs, and maintaining the Janicart&lt;br /&gt;
* &#039;&#039;&#039;Cleaner Grenades&#039;&#039;&#039;: Grenades that will spread a cleaning foam that will clean every tile it touches in a radius of roughly 4 tiles. However, the foam will slip anyone who walks on it until it disperses after a few seconds. Your supply of them is limited, so try not to use them lightly.&lt;br /&gt;
* &#039;&#039;&#039;Trash Bag&#039;&#039;&#039;: This is used to pick up litter you see in the hallways.&lt;br /&gt;
* &#039;&#039;&#039;Replacement Lights boxes&#039;&#039;&#039;: Contains replacement lights for much of the ship.&lt;br /&gt;
* &#039;&#039;&#039;Mouse trap boxes&#039;&#039;&#039;: Contains mouse traps. They can be primed, and then set on any tile. Once set, they will trigger when any mob walks over them, and deal a small amount of brute to them. Can be hidden under things by right-clicking it and selecting the hide option, once it has been primed and set on a tile.&lt;br /&gt;
* &#039;&#039;&#039;Back pack watertank&#039;&#039;&#039;: Must be worn on your back. Remove the nozzle to use it by right-clicking it and selecting the remove nozzle option, and put it back by clicking the watertank. Has a range of 4 tiles, and sprays 3 wide. Will instantly clean any tile it touches. It must be loaded with space cleaner to clean.&lt;br /&gt;
* &#039;&#039;&#039;Light replacer&#039;&#039;&#039;: Used to easily replace lights and remove the broken ones. Can be used on a light replacer box to load it.&lt;br /&gt;
* &#039;&#039;&#039;Flashlight&#039;&#039;&#039;: Used to see in dark areas, and find broken lights in dark areas.&lt;br /&gt;
* &#039;&#039;&#039;Janitorial Cart&#039;&#039;&#039;: This is your useful Janitorial Cart. It can be loaded up with most of your kit: trash bags, light replacer, wet floor signs, mop (note: you must alt-click to get the mop on the cart), and mop bucket. It, coupled with your janibelt allows you to carry everything you need to help keep the ship clean.&lt;br /&gt;
====Janicart Deluxe Trolley====&lt;br /&gt;
A convenient power cell powered vehicle that will instantly clean any tile it runs over and pick up trash.&lt;br /&gt;
=====Preparing and Using=====&lt;br /&gt;
In order to prepare the Janicart, you must first load it with a bucket full of water. Fill the bucket next to it with water, put a lid on it, screwdriver the Trolley open, and insert the bucket into the trolley section of it. Now, pick up the key, and climb up on the engine part of it by clicking and dragging your sprite onto it. Insert the key, and turn it on using the new &amp;quot;Vehicle&amp;quot; tab, which will have opened once you have climbed onto the Janicart.&lt;br /&gt;
&lt;br /&gt;
=====Uses=====&lt;br /&gt;
*&#039;&#039;&#039;Hoover&#039;&#039;&#039;: Can be toggled using the toggle hoover option in the Vehicle tab. Once on, the Janicart will suck up any items small enough to fit inside of it that you run over with the Janicart. This is useful for picking up large amount of clutter or trash very quickly.&lt;br /&gt;
*&#039;&#039;&#039;Mopping&#039;&#039;&#039;: The Janicart will automatically clean any messes you run over with it, so long as bucket inside of it is full. This is useful for quickly and easily cleaning large amount of mess.&lt;br /&gt;
&lt;br /&gt;
=====Maintenance=====&lt;br /&gt;
*&#039;&#039;&#039;Replacing the power cell&#039;&#039;&#039;: Screwdriver the engine part of the Janicart to open it, and then use the crowbar to remove the power cell. You can also replace it with a better power cell if you choose.&lt;br /&gt;
*&#039;&#039;&#039;Emptying the Janicart&#039;s vacuum&#039;&#039;&#039;: Screwdriver the trolley section of the Janicart, and use a crowbar to empty it of all hoovered items.&lt;br /&gt;
*&#039;&#039;&#039;Refilling the Janicart&#039;s bucket&#039;&#039;&#039;: Screwdriver the trolley section of the Janicart, and use a wrench to remove the bucket in order to refill it.&lt;br /&gt;
&lt;br /&gt;
==Duties== &lt;br /&gt;
Listed below are the jobs you will be expected to perform aboard the ship.&lt;br /&gt;
&lt;br /&gt;
===Cleaning Duty===&lt;br /&gt;
This is the main task associated with janitors. You should always keep a space cleaner bottle handy if you&#039;re walking around doing other things and see a stain, but if you see a larger mess or get called out somewhere to clean up, head back to your closet. Grab the blue bucket and fill it with water from the large tank, and fill your yellow mop bucket with it. If it&#039;s a radium spill from chemistry put on your hazmat suit, otherwise simply pick up a mop, get a wet floor sign or two, put on your galoshes, pull the yellow bucket and head to the area that requires cleanup.&lt;br /&gt;
&lt;br /&gt;
To clean, simply use the mop on the bucket to wet it, and then click the tile you want to clean. Before you start, put down a wet floor sign near the area that you are scrubbing and leave it there for about 5 minutes after you&#039;re done, so that people are aware of the slipping danger. It&#039;s also nice to warn people over the radio in order to further ensure that [[Security Officer|Security]] don&#039;t arrest you for creating a workplace hazard. Now you can return to your closet and put away all your equipment, seeing as they&#039;re extremely movement-impeding and it&#039;s good for RP.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: If you&#039;re cleaning up a crime scene,&#039;&#039;&#039; MAKE SURE THE [[[[Investigator]]|INVESTIGATOR]] HAS ALREADY BEEN THERE AND DONE HIS THING&#039;&#039;&#039;. Otherwise, Security will be very upset with you.&lt;br /&gt;
&lt;br /&gt;
===Litter Picking===&lt;br /&gt;
You have a trash bag in your closet in order to pick up all the litter people leave lying around - put this on your cart every round before you go out on janitor patrol. Right-click the trash bag to select between &#039;Pick up one item at a time&#039; and &#039;Pick up all the items on a tile&#039;, depending on the magnitude of litter you&#039;re dealing with, and simply click the items you want gone with the bag to put them inside. Use the bag on a disposals bin to empty everything within and the bin will automatically activate to get rid of all the disgusting garbage. Common litter you will need to dispose of include cigarette butts, snack wrappers, and discarded pens.&lt;br /&gt;
&lt;br /&gt;
===Low-Level Maintenance===&lt;br /&gt;
Arguably what you will spend most of your time doing. Usually, this means replacing broken lights, using the spares you have in your closet. While you&#039;re doing this, make sure to take the broken light you just replaced and put it in your box. When you run out of working lights, take the broken ones down to the auto lathe, put them in, and then make some new ones. If the ship gets hit by an electrical storm, get ready to work hard, because this means that more than half of the ship&#039;s lights have been blown. Use the flashlight if you&#039;re having a tough time working in heavily affected areas.&lt;br /&gt;
&lt;br /&gt;
You will also be expected to perform minor repairs, such as replacing floors and repairing tables, chairs, and windows. However, as a Janitor, you do not have the required technical knowledge to do anything more extensive, such as repair walls, wiring, or piping.&lt;br /&gt;
&lt;br /&gt;
===Waste Management===&lt;br /&gt;
Disposals is located beneath the bar, in maintenance. In order to dispose of the trash gathered there, you will have to activate the crusher. It is best to warn the ship when you do so.&lt;br /&gt;
&lt;br /&gt;
==Traitor==&lt;br /&gt;
You have a large amount of general and departmental access, though many of the areas that may contain anything especially dangerous/useful are still unreachable without breaking in. You have access to multiple tools for slipping people. You have spray bottles, and a back pack watertank, which can be filled with other, more dangerous reagents. You have various materials, which can be used to construct useful tools and improvise armor and weapons.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Librarian&amp;diff=24231</id>
		<title>Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Librarian&amp;diff=24231"/>
		<updated>2022-04-08T13:27:16Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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_librarian.png&lt;br /&gt;
|jobtitle = Librarian&lt;br /&gt;
|access = [https://wiki.aurorastation.org/index.php?title=Civilian#Library Library] Private Study&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = None, though an applicable degree (Bachelors or above) would help.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Read and write books. Stock the Library. Write short stories for the Crew with the Newscaster.&lt;br /&gt;
|guides = [[Guide to Paperwork]], [[Guide to Communication Devices]].&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Librarian&#039;&#039;&#039; spends most of his or her time in the Library printing out books, lending them out, reporting on ship events, and interviewing people for their story. In practice, no one uses the library. Feel free to go and explore the ship without fear of being yelled at. The External Archive goes across shifts, and books uploaded to it will be there in future shifts.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You will be giving out books, on the rare occasion that someone requests a book, and ensuring the library is stocked with a variety of books. You will also be replacing the [[Chaplain]]&#039;s  Bibles if need be. While it&#039;s not your job, you can also use the Newscaster to write short stories. You will also be expected to upload people&#039;s novels to the archive, and may even write one yourself.&lt;br /&gt;
&lt;br /&gt;
==Your Tools==&lt;br /&gt;
===Barcode Scanner===&lt;br /&gt;
The barcode scanner will be needed for checking books into the Check-In/Out Computer. It must be synced with the computer first, simply use it on the computer to do so. It has 4 modes, that are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mode 0:&#039;&#039;&#039; Scan book to local buffer.&lt;br /&gt;
*&#039;&#039;&#039;Mode 1:&#039;&#039;&#039; Scan book to local buffer and set associated computer buffer to match.&lt;br /&gt;
*&#039;&#039;&#039;Mode 2:&#039;&#039;&#039; Scan book to local buffer, attempt to check in scanned book.&lt;br /&gt;
*&#039;&#039;&#039;Mode 3:&#039;&#039;&#039; Scan book to local buffer, attempt to add book to general inventory.&lt;br /&gt;
&lt;br /&gt;
===Book Bag===&lt;br /&gt;
Can be used to carry 7 books for convenience. Simply click on a tile with books on it, and your Book Bag will scoop up 7 of them. Makes stocking the library much easier.&lt;br /&gt;
&lt;br /&gt;
==Check-In/Out Computer==&lt;br /&gt;
The Check-In/Out Computer will be your main method of doing most of your job. It has 6 options, some of which will open a new menu with options of its own.&lt;br /&gt;
*&#039;&#039;&#039;1. View General Inventory:&#039;&#039;&#039; Will open a list of all the books you have registered to the library&#039;s inventory.&lt;br /&gt;
*&#039;&#039;&#039;2. View Checked Out Inventory:&#039;&#039;&#039; Will open a list of all the books that have been checked out on the Check-In/Out Computer.&lt;br /&gt;
*&#039;&#039;&#039;3. Check out a Book:&#039;&#039;&#039; Will allow you to set a book as checked out, by enterring the title of the book, recipient of it, and total time that it will be checked out for before being late.&lt;br /&gt;
*&#039;&#039;&#039;4. Connect to External Archive:&#039;&#039;&#039; Will open a list of every book submitted to the External Archive. Use the CTRL+F shortcut to more easily find what you&#039;re looking for, or enter a specific number to print the book that is registered to that number.&lt;br /&gt;
*&#039;&#039;&#039;5. Upload New Title to Archive:&#039;&#039;&#039; Will allow you to add a new book to the External Archive. Write your book on a single piece of paper, then insert it into the Book Binder. After some time, a new book containing what you wrote on the paper will be created. Using a pen on the book, you can add to the contents, edit the title, or edit the author. Now, insert it into the scanner next to the Check-In/Out Computer, and click the &amp;quot;scan&amp;quot; option on the interface. Then, select the &amp;quot;5. Upload New Title to Archive&amp;quot; option on the Check-In/Out Computer, and set the author and genre of your book, then click the Upload to add it to the External Archive. This should not be abused, and while it doesn&#039;t need to be a masterpiece, duplicates of books, or overall low quality books should not be submitted.&lt;br /&gt;
*&#039;&#039;&#039;6. Print a Bible:&#039;&#039;&#039; Will print a new bible for the [[Chaplain]], or anyone else who may want a bible.&lt;br /&gt;
&lt;br /&gt;
== Stocking the Library ==&lt;br /&gt;
First things first, stock your Library with books. At the beginning of a shift, the bookshelves will be bare. To fix this, use the Library&#039;s Check In/Out Computer and use its function, &amp;quot;4. Connect to External Archive&amp;quot;. Here is where you can find books to stock the library with, or upon request to. They are sorted alphabetically by author name. You can use the CTRL+F shortcut to search for words, or enter a number into the &amp;quot;(Order book by SS13BN)&amp;quot; option to print a specific one. Books come in 5 genres. Fiction, Non-Fiction, Reference, Religion, and Adult.&lt;br /&gt;
&lt;br /&gt;
==Creating and Submitting to a News Feed==&lt;br /&gt;
You can create a News Feed to submit stories to. Simply open up the interface of a news caster, and click the &amp;quot;Create Feed Channel&amp;quot; option. You will be able to set the channel name, and whether or not anyone, or only you can submit stories to it. Then, select the &amp;quot;Submit new Feed story&amp;quot; option to submit a story to a channel. You will be able to choose which channel the story will be on, either yours, or anyone else&#039;s that allows public submissions. You can then enter the actual text of the story itself under the &amp;quot;Message Body&amp;quot; option, and even attach a photograph from a camera to include in your story. You can the use the &amp;quot;Print Newspaper&amp;quot; option, and then the &amp;quot;Print paper&amp;quot; option to print a physical copy of all of the news feeds and stories submitted to them, to distribute.&lt;br /&gt;
&lt;br /&gt;
You could also broadcast stories over the radio, however it is best not to do so over common, and instead use the &amp;quot;Entertainment&amp;quot; channel, 146.1. It is fine to advertise this over common, however don&#039;t advertise too much, or it would be just as bad as if you were broadcasting over the common channel itself. Though this isn&#039;t your job, this can still be used to entertain the Crew.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
You have a backroom which can be hidden from everyone but the AI by simply closing the shutter, and you can often rely on the fact the library is not often frequented to attempt otherwise easily seen actions within it. In addition, Emagging the Check-In/Out Computer causes it to spit out an Arcane Tome. While you will not be able to use it unless a cultist, it could be used to misdirect security.&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>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chaplain&amp;diff=24230</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chaplain&amp;diff=24230"/>
		<updated>2022-04-08T13:26:04Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 Chapple&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>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=24229</id>
		<title>Chef</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=24229"/>
		<updated>2022-04-08T13:25:34Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = Chef.png&lt;br /&gt;
|jobtitle = Chef&lt;br /&gt;
|access = [https://wiki.aurorastation.org/index.php?title=Civilian#Kitchen Kitchen]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = For Chef a Bachelors degree in applicable field. For cook, Highschool diploma and pass (75%+) Culinary Aptitude Test.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Make food, feed the crew, manage menus, manage the budget.&lt;br /&gt;
|guides = [[Guide to Food]]&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As a Chef it&#039;s your primary job to keep customers fed. You have free reign over managing your menus and styling your kitchen and restaurant to your liking. You should have a fellow Chef to share the kitchen, or a cook. You share the dining area outside of the bar and should coordinate with the [[bartender]] to keep the whole place running well. It is important to also &#039;&#039;&#039;get your menu set up&#039;&#039;&#039; and handed out so the crew has both advertising, and an idea of the theme you&#039;ve set up for food this shift!&lt;br /&gt;
&lt;br /&gt;
You should also make sure you are setting up proper prices for your meals. Cash or card, it&#039;s important to get a revenue coming in so you are always able to afford [[Cargo]] orders or, if there&#039;s no botany, growing your own produce in the surface garden!&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
You get a lot of cool kitchen related things, like these:&lt;br /&gt;
&lt;br /&gt;
* 2 Meat Spikes. You can use these to butcher monkeys for a high volume of meat.&lt;br /&gt;
* A gibber. You can throw almost anything in the gibber (except people when it&#039;s functioning properly!) and get meat. It&#039;s only cost effective for large mobs such as cows. Is this ethical...?&lt;br /&gt;
* A machine that can dispense trays, plates, cups, and knives.&lt;br /&gt;
* 2 microwaves that will form the backbone of your food preperation.&lt;br /&gt;
* A Smart Fridge to hold product.&lt;br /&gt;
* A CondiMaster that allows you to separate and bottle liquid ingredients.&lt;br /&gt;
* Shutters to close you in for privacy or [[Traitor|other things]].&lt;br /&gt;
* A Blender to create liquids or powders.&lt;br /&gt;
* Drinks dispenser that will also dispense some ingredients, such as sugar.&lt;br /&gt;
* In absence of a gardener, you start with a box filled with 8 random commonly used vegetables and fruit.&lt;br /&gt;
&lt;br /&gt;
=== Menu Making ===&lt;br /&gt;
A menu can help set up the theme for your restraunt. When you get one prepared, copy off about 40 of them and get a few assistants to hand them out and set them on every table. &lt;br /&gt;
&lt;br /&gt;
There are many ways to format your menu. Be sure to be creative! The only things you need are the meals and their prices. Everything else is up to you!&lt;br /&gt;
&lt;br /&gt;
Some examples are below.&lt;br /&gt;
&lt;br /&gt;
==== Menu formats ====&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;Menu 1&#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;
Menu 1&lt;br /&gt;
&lt;br /&gt;
[[File:Menu1.png|An example of a menu.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[u][large][center]Horizon Restaurante[/center][/large][/u]&lt;br /&gt;
&lt;br /&gt;
[b]Breakfast Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Lunch Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Dinner Specials[/b] -&lt;br /&gt;
[meal] - [credits]&amp;lt;/pre&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;
&#039;&#039;&#039;Menu 2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Menu 2&lt;br /&gt;
&lt;br /&gt;
[[File:Menu2.png|Another example of a menu.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The Kitchen menu!&lt;br /&gt;
&lt;br /&gt;
Breakfast Specials - &lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Lunch Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Dinner Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Guide to Food]].&lt;br /&gt;
&lt;br /&gt;
== Money Making and Budgeting ==&lt;br /&gt;
&lt;br /&gt;
Since you are part of the service department an important part of your job is to make money. You have two primary methods of gaining payments:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EFTPOS&#039;&#039;&#039; and &#039;&#039;&#039;cash.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EFTPOS is like a portable cash register. After you get the account details for the Service Department from the [[Head of Personnel]], you can start charging with funds going directly to the account. You should also ask about being given an ID card with access to the department account for making cargo purchases. It&#039;s like a company debit card!&lt;br /&gt;
&lt;br /&gt;
=== EFTPOS ===&lt;br /&gt;
&amp;lt;pre&amp;gt;First EFTPOS setup:&lt;br /&gt;
1. Memorise your EFTPOS command code (provided with all EFTPOS devices).&lt;br /&gt;
2. Connect the EFTPOS to the account in which you want to receive the funds.&lt;br /&gt;
&lt;br /&gt;
When starting a new transaction:&lt;br /&gt;
1. Enter the amount of money you want to charge and a purpose message for the new transaction.&lt;br /&gt;
2. Lock the new transaction. If you want to modify or cancel the transaction, you simply have to reset your EFTPOS device.&lt;br /&gt;
3. Give the EFTPOS device to your customer, he/she must finish the transaction by swiping their ID card or a charge card with enough funds.&lt;br /&gt;
4. If everything is done correctly, the money will be transferred. You will hear a ping if the payment was successful. To unlock the device you will have to reset the EFTPOS device.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cash ===&lt;br /&gt;
If you have no Head of Personnel, or they don&#039;t want to give you any account details for some reason, or EFTPOS is too complicated for you, then there is the tried and true method of having people pay with cash. This is a far simpler method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Have the customer use the nearby ATM to withdraw the necessary funds.&lt;br /&gt;
2. Accept the funds.&lt;br /&gt;
3. Put the funds somewhere safe, like the tip jar.&lt;br /&gt;
4. Wait for a Head of Personnel or Captain to show up to deposit the money in the department account, or use it for department purchases as-is.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Department Finances: Paying For Stuff With Your Own Hard Earned Revenue ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you need to buy things for your kitchen. Cargo provides many unique items that are not immediately available in the kitchen that can help you make new recipes. You need to use department funds to pay for department purchases - it would be very unfair for you to pay out of pocket for kitchen expenses!&lt;br /&gt;
&lt;br /&gt;
It is also helpful when there is no [[botanist]]. There is a garden on the surface level where you can spend money to buy and grow seeds into various produce. Taking money for your starting menu, and using the money to pay for seeds to grow into produce that you then make into food to sell to crew for a profit, is already creating a whole mini-game that you can do even without your botanist ally.&lt;br /&gt;
&lt;br /&gt;
Try to see what other things you can do with your funds! As long as you try to stay in the black...&lt;br /&gt;
&lt;br /&gt;
== Cooking and You ==&lt;br /&gt;
&lt;br /&gt;
Experimenting is unfortunately not rewarded with using the microwave. You&#039;ll just end up with a burned mess that is NOT good to eat. If a microwave gets dirty, you&#039;ll need to give it a blast of Space Cleaner. If a microwave gets broken, you&#039;ll need some either a wrench or a screwdriver to repair it.&lt;br /&gt;
&lt;br /&gt;
The processor and the blender are much more forgiving. The processor will only take things that it recognizes and the blender will blend any food item (granted, you might not get anything interesting out of it). You also have a CondiMaster to identify and separate anything you produce with your blender, even if it&#039;s all mixed together in one beaker.&lt;br /&gt;
&lt;br /&gt;
The Oven, Grill, Deep Fryer, Candy Machine, Cereal Maker, and Cream-Master Deluxe produce other types of recipes. Beware - if you leave food in the oven or fryer for too long, they will become burned messes and may even catch fire!&lt;br /&gt;
&lt;br /&gt;
Oven can make bread, pie, cake, jelly, donk pocket, kebab, salad, or waffles out of almost any foodstuffs&lt;br /&gt;
&lt;br /&gt;
You can cut various dishes with the knife you have, such as cheese wheels and pizzas.&lt;br /&gt;
&lt;br /&gt;
=== Hydroponics ===&lt;br /&gt;
Your neighbor, [[Botanist|hydroponics]], is tasked mainly with growing vegetables and fruits for you to use in your dishes.  They will dump what they produce into the smart fridge that is located in both of your walls.  Be sure to tell them what to grow, as they are currently incapable of reading your mind.  A good starting task to tell them is to grow wheat, tomatoes, and potatoes, as these plants are used most in your recipes.  After they have those, just request plants as needed.  They are also capable of producing milk and meat with biomass, which can become very useful if you do not have [[Quartermaster|a cargo staff]] to order cattle from.&lt;br /&gt;
&lt;br /&gt;
If you have no gardener, you can access the surface garden.&lt;br /&gt;
&lt;br /&gt;
Ordering chickens for the gardener is a good step to take if you know you&#039;ll be needing more eggs than the ones you start with. Feed them with wheat to get them to lay eggs. Unattended eggs may hatch into more chickens. Chickens can also be put into the meat grinder to make chicken meat.&lt;br /&gt;
&lt;br /&gt;
=== Blending ===&lt;br /&gt;
All food contains the universal ingredient called &amp;quot;Nutriment.&amp;quot; It&#039;s what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can, and won&#039;t heal the more unusual types of damage, it can often heal for more over time.&lt;br /&gt;
&lt;br /&gt;
You can blend anything that comes from botany, and pretty much all food. Nutriment can be added to your dishes to make them more filling. Some plants contain other liquids that can be used as condiments or as ingredients in food.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor Chef is an interesting position. You can take syringes full of nasty [[Chemist|chemicals]] and inject it into food items. If you have a compatriot in Hydroponics, they can grow you some poisonous shrooms which you can then refine with the Blender and ChemMaster. Don&#039;t forget your knife and rolling pin, the pin causes partial blindness, and the knife has pretty good damage, which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
Remember, the gibber only accepts humans when emagged, so decide if it&#039;s worth the telecrystals.&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>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Bartender&amp;diff=24228</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Bartender&amp;diff=24228"/>
		<updated>2022-04-08T13:24:45Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = Bartender2.png&lt;br /&gt;
|jobtitle = Bartender&lt;br /&gt;
|access = [https://wiki.aurorastation.org/index.php?title=Civilian#Bar Bar]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Mix drinks, and serve them.&lt;br /&gt;
|guides = [[Guide to Drinks]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Bartender&#039;&#039;&#039;, it&#039;s your job to supply the crew with drinks, alcoholic and otherwise. However, you are expected to regulate the amount your patrons drink, and cut them off if they&#039;re too drunk/becoming too rowdy.&lt;br /&gt;
&lt;br /&gt;
== Preparing the Bar == &lt;br /&gt;
You can set the barsign to your preference by swiping your ID on it. It is also recommended that you set up the EFTPOS if you would like to charge people for their drinks. Additionally, you can pre-prepare drinks, and put them in the Drink Showcase, or on the bar, to entice people to try them.&lt;br /&gt;
&lt;br /&gt;
== Equipment == &lt;br /&gt;
* &#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Found on the gun rack behind the booze dispenser. This is for breaking up bar fights and self defense. Taking outside the bar area is a [[Corporate Regulations|criminal offence]], so leave it within the bar. If you feel uncomfortable leaving it where anyone who hops the bar can grab it, close the shutters with the Bar shutters button.&lt;br /&gt;
* &#039;&#039;&#039;Shaker&#039;&#039;&#039;: Can fit 120 units. Useful for mixing recipes which are difficult to do in smaller amounts.&lt;br /&gt;
*&#039;&#039;&#039;Zippo&#039;&#039;&#039;: Useful for lighting other people&#039;s cigars and cigarettes. Have them put their cigar/cigarette in their mouth, then light the lighter, target mouth, and click on them in help intent to light their cigar/cigarette.&lt;br /&gt;
*&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: Used to remove cartridges from the booze and soft drink dispensers.&lt;br /&gt;
* &#039;&#039;&#039;Formal closet&#039;&#039;&#039;: Containing 2 formal uniforms like the one you spawn with, 2 pairs of black shoes and 2 top hats. There is an additional top-hat on the table next to the Booze-O-Mat.&lt;br /&gt;
* &#039;&#039;&#039;Booze-O-Mat&#039;&#039;&#039;: Dispenses bottles of different drinks/fluids, glasses, and other bar-related items. If it runs out of bottles, ask the [[Janitor]] for a booze resupply canister.&lt;br /&gt;
*&#039;&#039;&#039;All-In-One Grinder&#039;&#039;&#039;: Used to grind fruits, vegetables, and other items you obtain in order to get more fluids for your drinks. If the item you grind produces more than one reagent, you could ask the chef to use his CondiMaster Neo to sort them into multiple condiment bottles.&lt;br /&gt;
*&#039;&#039;&#039;Booze dispenser, and soft drink dispenser&#039;&#039;&#039;: This is what you will usually use to make and serve the various requested drinks and cocktails.&lt;br /&gt;
*&#039;&#039;&#039;EFTPOS Scanner&#039;&#039;&#039;: Used to charge people for drinks. Not needed, should you decide not to charge for drinks&lt;br /&gt;
* &#039;&#039;&#039;Drink Showcase&#039;&#039;&#039;: A freezer to put extra cocktails in so they don&#039;t litter the bar counter.&lt;br /&gt;
* &#039;&#039;&#039;Booze closet, beer keg, and a box of beanbag shells&#039;&#039;&#039;: Found in your back room, the Booze closet contains space beers, while the box of beanbag shells contains more non-lethal ammunition for your shotgun. The beer keg is next to the Booze-O-Mat.&lt;br /&gt;
* &#039;&#039;&#039;Pun Pun&#039;&#039;&#039;: A monkey. Can hold items if you put them in his hand.&lt;br /&gt;
&lt;br /&gt;
== Serving Drinks ==&lt;br /&gt;
Main Article: [[Guide to Drinks]]&lt;br /&gt;
&lt;br /&gt;
You are expected to serve drinks, alcoholic and non-alcoholic, plain and mixed, to the various people of the ship. However, you always have the right to cut someone off if you feel it is best, such as when they are vomiting and passing out from alcohol, or are beginning to act violent. Some cocktails will require special ingredients, which can often be obtained from the chef, or gardener.&lt;br /&gt;
&lt;br /&gt;
The minimum drinking age throughout Biesel is 17 so theoretically every employee should be old enough to serve, feel free to check though.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
You have a backroom which is hidden from everyone but the AI, and a gun with non-lethal rounds. You can also poison the drinks of anyone who comes to your bar, but there is a chance they may taste it and call you out.&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>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Passenger&amp;diff=24227</id>
		<title>Passenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Passenger&amp;diff=24227"/>
		<updated>2022-04-08T13:24:20Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = Assistant.png&lt;br /&gt;
|jobtitle = Passengar&lt;br /&gt;
|access = Nothing&lt;br /&gt;
|difficulty = Very Easy&lt;br /&gt;
|qualifications = None&lt;br /&gt;
|superior = [[Jobs|Everyone]]&lt;br /&gt;
|duties = Visit the ship. Socialize. Tell people that you have children.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
This job has no access. You should never ask someone like [[Executive_Officer |Executive Officer]] give you access or a job so you can do something. You are at the ship to visit, not to work. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a pessenger of the Horizon, you&#039;ll get the opportunity to talk with people and have fun, just look for stuff to do, take in the sights, etc. See how people work and live on the Horizon, hit the arcades, drink at the bar and play cards. You should comply with the crew&#039;s instructions. You are there to visit. Any actions you take can result in administrative action. You are permitted to only act if the ship is FUBAR.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
You could take advantage of your built relationship with the crew to get information resources and material to aid you in accomplishing your goals. &lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Off-Duty_Crewman&amp;diff=24226</id>
		<title>Off-Duty Crewman</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Off-Duty_Crewman&amp;diff=24226"/>
		<updated>2022-04-08T13:23:42Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = Assistant.png&lt;br /&gt;
|jobtitle = Off-Duty Crewmember&lt;br /&gt;
|access = Nothing&lt;br /&gt;
|difficulty = Very Easy&lt;br /&gt;
|qualifications = None&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|superior = [[Jobs|Everyone]]&lt;br /&gt;
|duties = Visit the ship. Socialize. Tell people that you have children.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
This job has no access. You should never ask someone like [[Executive_Officer |Executive Officer]] give you access or a job so you can do something. You are at the ship to visit, not to work. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As an off-duty Crewmember, you&#039;ll get the opportunity to talk with people on an &amp;quot;extended break&amp;quot;. You can visit the bar and take this opportunity to drink with people. Alternatively, you could also visit the kitchen and try one of the finest dining food abroad the SCCV Horizon. You should not be asking people to give you something to do as a visitor. You are NOT on a paid shift. You should not be assisting with emergencies nor assisting in hunting down antagonists. You should comply with the crew&#039;s instructions. You are there to visit.  Any actions you take can result in administrative action. You are permitted to only act if the ship is FUBAR.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
You could take advantage of your built relationship with the crew to get information resources and material to aid you in accomplishing your goals. &lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Bridge_Crewman&amp;diff=24225</id>
		<title>Bridge Crewman</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Bridge_Crewman&amp;diff=24225"/>
		<updated>2022-04-08T13:22:32Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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=Cargo_Technician.png&lt;br /&gt;
|jobtitle=Bridge Crewman&lt;br /&gt;
|access=The Bridge&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 25 years of age, a current pilots license.&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = The Executive Officer&lt;br /&gt;
|duties = The completion and maintenance of bridge operations&lt;br /&gt;
|guides = [[Guide to Piloting]], [[Guide to Away Missions]], [[Bridge Crewman]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Bridge Crewman]] is a new job whose duties revolve around the bridge, which means you fly and work sensors. That&#039;s pretty much it. They are the only non-command SCC members, and do not require a whitelist. &#039;&#039;&#039;Those who call them bridge officers shall be shot.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assistant&amp;diff=24224</id>
		<title>Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assistant&amp;diff=24224"/>
		<updated>2022-04-08T13:22:14Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = Assistant.png&lt;br /&gt;
|jobtitle = Crewman&lt;br /&gt;
|access = Nothing&lt;br /&gt;
|difficulty = Very Easy&lt;br /&gt;
|qualifications = Not be a complete idiot.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|superior = [[Jobs|Everyone]]&lt;br /&gt;
|duties = Try to convince the [[Head of Personnel|Executive Officer]] to give you a job or a department to take you in and give you work.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
This job has no access. But it&#039;s good to play if you are a newbie, because you can have an infinite number of Crewmen on a vessel. A [[Executive Officer]] can give you more access on your ID, so you can be something other than a random helper.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a crewman, you&#039;ll want to either get a job or just assist with various jobs around the ship. Feel free to ask over the radio if anyone would like any assistance. You don&#039;t have any access, so it&#039;ll be pretty hard to get anywhere, but this is still a good job for new players.&lt;br /&gt;
&lt;br /&gt;
== Custom Jobs ==&lt;br /&gt;
You can choose between either inventing a custom job title and having the [[Executive Officer]] give you the title and appropriate access, and asking people over the radio if they need assistance. If you take the first option, consider the jobs on the following list. Crewman is a good job for playing a single round gimmick.&lt;br /&gt;
&lt;br /&gt;
*Acolyte&lt;br /&gt;
*Actor&lt;br /&gt;
*Animal Handler&lt;br /&gt;
*Athlete&lt;br /&gt;
*Bean Counter&lt;br /&gt;
*Coach&lt;br /&gt;
*Consultant&lt;br /&gt;
*Delivery Boy/Girl&lt;br /&gt;
*DJ&lt;br /&gt;
*Gourmand&lt;br /&gt;
*Intern&lt;br /&gt;
*Journalist&lt;br /&gt;
*Junk Collector&lt;br /&gt;
*Musician&lt;br /&gt;
*Paralegal&lt;br /&gt;
*Pianist&lt;br /&gt;
*Political Activist&lt;br /&gt;
*Receptionist&lt;br /&gt;
*Reporter&lt;br /&gt;
*Safety Inspector&lt;br /&gt;
*Salesperson&lt;br /&gt;
*Servant&lt;br /&gt;
*Student&lt;br /&gt;
*Terraformer&lt;br /&gt;
*Test Subject&lt;br /&gt;
*Waiter&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
It&#039;s easy to stay under the radar as a Crewman, as you have the least-respected job on the ship. Loot a belt from primary tool storage and load up!&lt;br /&gt;
&lt;br /&gt;
The number one advantage of traitor crewman is your opponent&#039;s arrogance. Security and other crew members will typically assume you are inexperienced or stupid, so surprise them with your knowledge of how to outrobust an Unathi with your bare fists.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assistant&amp;diff=24223</id>
		<title>Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assistant&amp;diff=24223"/>
		<updated>2022-04-08T13:21:30Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = #BBC29F&lt;br /&gt;
|img = Assistant.png&lt;br /&gt;
|jobtitle = Crewman&lt;br /&gt;
|access = Nothing&lt;br /&gt;
|difficulty = Very Easy&lt;br /&gt;
|qualifications = Not be a complete idiot.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|superior = [[Jobs|Everyone]]&lt;br /&gt;
|duties = Try to convince the [[Head of Personnel|Executive Officer]] to give you a job or a department to take you in and give you work.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
This job has no access. But it&#039;s good to play if you are a newbie, because you can have an infinite number of Crewmen on a vessel. A [[Executive Officer]] can give you more access on your ID, so you can be something other than a random helper.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a crewman, you&#039;ll want to either get a job or just assist with various jobs around the ship. Feel free to ask over the radio if anyone would like any assistance. You don&#039;t have any access, so it&#039;ll be pretty hard to get anywhere, but this is still a good job for new players.&lt;br /&gt;
&lt;br /&gt;
== Custom Jobs ==&lt;br /&gt;
You can choose between either inventing a custom job title and having the [[Executive Officer]] give you the title and appropriate access, and asking people over the radio if they need assistance. If you take the first option, consider the jobs on the following list. Crewman is a good job for playing a single round gimmick.&lt;br /&gt;
&lt;br /&gt;
*Acolyte&lt;br /&gt;
*Actor&lt;br /&gt;
*Animal Handler&lt;br /&gt;
*Athlete&lt;br /&gt;
*Bean Counter&lt;br /&gt;
*Coach&lt;br /&gt;
*Consultant&lt;br /&gt;
*Delivery Boy/Girl&lt;br /&gt;
*DJ&lt;br /&gt;
*Gourmand&lt;br /&gt;
*Intern&lt;br /&gt;
*Journalist&lt;br /&gt;
*Junk Collector&lt;br /&gt;
*Musician&lt;br /&gt;
*Paralegal&lt;br /&gt;
*Pianist&lt;br /&gt;
*Political Activist&lt;br /&gt;
*Receptionist&lt;br /&gt;
*Reporter&lt;br /&gt;
*Safety Inspector&lt;br /&gt;
*Salesperson&lt;br /&gt;
*Servant&lt;br /&gt;
*Student&lt;br /&gt;
*Terraformer&lt;br /&gt;
*Test Subject&lt;br /&gt;
*Waiter&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
It&#039;s easy to stay under the radar as a Crewman, as you have the least-respected job on the ship. Loot a belt from primary tool storage and load up!&lt;br /&gt;
&lt;br /&gt;
The number one advantage of traitor crewman is your opponent&#039;s arrogance. Security and other crew members will typically assume you are inexperienced or stupid, so surprise them with your knowledge of how to outrobust an Unathi with your bare fists.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Bridge_Crewman&amp;diff=24222</id>
		<title>Bridge Crewman</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Bridge_Crewman&amp;diff=24222"/>
		<updated>2022-04-08T13:19:40Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &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 = #BBC29F&lt;br /&gt;
|img=Cargo_Technician.png&lt;br /&gt;
|jobtitle=Bridge Crewman&lt;br /&gt;
|access=The Bridge&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 25 years of age, a current pilots license.&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = The Executive Officer&lt;br /&gt;
|duties = The completion and maintenance of bridge operations&lt;br /&gt;
|guides = [[Guide to Piloting]], [[Guide to Away Missions]], [[Bridge Crewman]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Bridge Crewman]] is a new job whose duties revolve around the bridge, which means you fly and work sensors. That&#039;s pretty much it. They are the only non-command SCC members, and do not require a whitelist. &#039;&#039;&#039;Those who call them bridge officers shall be shot.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=24221</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=24221"/>
		<updated>2022-04-08T13:17:36Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = FFB600&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Ship Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Ship Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on Station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or ship command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by central command to act as an on-ship link between [[Nanotrasen_Corporation#Executives|Central Command]] and [[Job Guides#Station_command|Ship Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the station, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that ship command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the company.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On ship liaisons from other Megacorporations with contractors on Ship. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are no longer welcome aboard the Aurora.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on NanoTrasen vessels and keep the relations between NanoTrasen and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to ship Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Head of Personnel]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the ships&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get ship Crew on your side is if you get involved with the Crewmembers aboard the Aurora, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=24220</id>
		<title>Shaft Miner</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=24220"/>
		<updated>2022-04-08T13:13:42Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Shaft_Miner.png&lt;br /&gt;
|jobtitle=Prospector&lt;br /&gt;
|access=Mining, that&#039;s all I know.&lt;br /&gt;
|difficulty=Very Easy&lt;br /&gt;
|qualifications=At least 18 years of age, have passed an SCC Certified Mining Accreditation course and have at least a recognised certificate in operating shuttle-craft&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|superior=[[Operations Manager]]&lt;br /&gt;
|duties=Ore extraction, processing and accounting&lt;br /&gt;
|guides=[[Guide to Mining]]}}&lt;br /&gt;
&lt;br /&gt;
The Prospector is in charge of all ore extraction and processing in the sector. Generally seen as a low-class assignment, there are minimal requirements to work in this field - however knowledge in piloting shuttle-craft is mandatory in order to arrive at the destinations and knowledge of heavy machinery is helpful in order to make the most of the stellar objects that you will be mining, by setting up the drills and being able to pilot a mining mech. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Simply put, the Prospector has three duties, as follows: &lt;br /&gt;
&lt;br /&gt;
*Extract ore from the asteroid&lt;br /&gt;
*Process ore at the Ship&#039;s smeltery&lt;br /&gt;
*Report the materials yield using a Yield Declaration from the smelter console. &lt;br /&gt;
===Obtaining Equipment===&lt;br /&gt;
You operate on a point-reward system while working with The SCC. You will have to mine to obtain points, to then exchange for equipment at the Mining Vendor.&lt;br /&gt;
For more information, please check the [[Guide_to_Mining#Mining_Points_And_The_Mining_Vendor|Guide to Mining]].&lt;br /&gt;
&lt;br /&gt;
=Duties=&lt;br /&gt;
==Ore extraction==&lt;br /&gt;
The process of breaking rock in order to obtain materials. Generally speaking, you will need the following equipment:&lt;br /&gt;
&lt;br /&gt;
*Hardsuit, recommended with a breathing mask (available at the airlock)&lt;br /&gt;
*Oxygen tank&lt;br /&gt;
*GPS device&lt;br /&gt;
*Active suit sensors&lt;br /&gt;
&lt;br /&gt;
As far as equipment go, there is a variety of tools available - the configuration you choose will depend on what you wish to extract, how, and what resources are already available. For a more detailed list consult [[Guide_to_Mining|this guide.]] Examples of tools that you may work with:&lt;br /&gt;
&lt;br /&gt;
*Pickaxe (for breaking rock)&lt;br /&gt;
*Shovel (to obtain impure silicas from the ground)&lt;br /&gt;
*Mining Drill (An upgrade to the Pickaxe)&lt;br /&gt;
*Sonic Jackhammer (An upgrade to the Heavy Drill)&lt;br /&gt;
*Plasma Cutter (A sidegrade to the Jackhammer - digs as fast, but is also capable of cutting through tougher materials if needed&lt;br /&gt;
*Wrench (for operating the Mining Drills)&lt;br /&gt;
*Ore Detector (for finding locations for the Heavy Drill)&lt;br /&gt;
*Flags (for noting the location of deposits)&lt;br /&gt;
*Ore Satchel (to quickly amass your ores)&lt;br /&gt;
&lt;br /&gt;
Of course, all of the handheld equipment serves only as a backup when piloting a mech. Do not forget - synthetic units need, instead of an oxygen tank and a breathing mask, a suit cooling unit (obtainable from any autolathe).&lt;br /&gt;
&lt;br /&gt;
===Preparation, Foot Mining===&lt;br /&gt;
To ensure your safety, you are provided with steps to ensure that once you step within the airlock, you are ready:&lt;br /&gt;
&lt;br /&gt;
*Attach the hardsuit helmet and magboots to the hardsuit&lt;br /&gt;
*Put an oxygen tank of your choice inside the hardsuit&lt;br /&gt;
*Put on the hardsuit (additional breathing mask recommended)&lt;br /&gt;
*Verify that breathing mask is properly adjusted (over your mouth, not hanging down)&lt;br /&gt;
*Gather all of your chosen gear in your backpack (Pickaxe is too large for operation - hold in hand or attach to belt)&lt;br /&gt;
*Put on a backpack &lt;br /&gt;
*(Optional)Obtain second air tank and stash it in a backpack&lt;br /&gt;
*Stash or satchel and GPS/tracking beacon in hardsuit&#039;s hip sockets, roughly at the pocket location&lt;br /&gt;
&lt;br /&gt;
===Preparation, Mech mining===&lt;br /&gt;
If you are experienced in mech piloting, there are a few extra steps required in making a mech EVA-safe.&lt;br /&gt;
&lt;br /&gt;
*(Optional, but recommended) Follow the first five steps of the &amp;quot;Preparation, Foot Mining&amp;quot; guide.&lt;br /&gt;
*Enter your mech&lt;br /&gt;
*Verify the structural integrity of your mech and charge of its power cell - charge and get repairs as needed.&lt;br /&gt;
*Verify the presence of all equipment - minimum drill and hydraulic clamp&lt;br /&gt;
*Switch the internals of the mech itself on&lt;br /&gt;
*Load an ore box&lt;br /&gt;
&lt;br /&gt;
Furthermore, as a general reminder: Mechs do not actively cool the air of their cabin - and thus, synthetic units also require a sealed suit and suit cooling unit to avoid overheating while operating one.&lt;br /&gt;
&lt;br /&gt;
===Setting up the Mining Drills===&lt;br /&gt;
Setting one up is a very simple process:&lt;br /&gt;
&lt;br /&gt;
*Using the Ore Detector, find an adequate location to place the drill, mark location with a flag&lt;br /&gt;
*Bring drill to flag&#039;s location, along with support anchors&lt;br /&gt;
*Place the anchors to the sides of the drill&lt;br /&gt;
*Secure the anchors using a wrench&lt;br /&gt;
*(Optional) Place an ore box north of the drill&lt;br /&gt;
*Activate drill&lt;br /&gt;
&lt;br /&gt;
And if you did not place an ore box, here is how to unload the drill once it reports being full:&lt;br /&gt;
&lt;br /&gt;
*Place ore box north of drill&lt;br /&gt;
*Using the panel, command the drill to unload.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
Once that is done, the actual mining process can begin. &lt;br /&gt;
&lt;br /&gt;
*Bring an ore box with you (or in a mech)&lt;br /&gt;
*Locate ores embedded in the rock of the asteroid&lt;br /&gt;
*Use the tool of choice to break rock/soil&lt;br /&gt;
*Use ore satchel to quickly grab all ores (automated with a mech drill)&lt;br /&gt;
*Put ores in ore box (also automated in a mech)&lt;br /&gt;
&lt;br /&gt;
Once you have a sufficient amount of ore, return to the Ship (do not forget to take the materials dug up by the heavy drills, if you have any)&lt;br /&gt;
&lt;br /&gt;
==Ore Processing==&lt;br /&gt;
Back at the Ship comes the step of processing. Place the ore box next to the crate unloader, it will not gather materials out of a box that is held by a mech so you might need to unload it from that, too. Once you pull the lever, the machine will automatically extract ore and funnel them into the Smelter. Unless specifically requested otherwise, the Smelter should be set according to [[Guide_to_Mining#Furnace_101|this guide.]]&lt;br /&gt;
&lt;br /&gt;
By default, the stacking machine will output stacks of 50 units of material, which makes it easy to count. However, you can configure the machine to produce smaller stacks, or force it to eject an incomplete stack. Put them in a crate and head up.&lt;br /&gt;
&lt;br /&gt;
==Yield Declaration==&lt;br /&gt;
The smelter console will allow you to print those reports. On it are the details of what you gathered. Don&#039;t forget to put your name on it and a signature at the bottom. Get it stamped by at least a [[Hangar Technician]] if not the [[Executive Officer]] while handing off the crate of resources to claim the title of best prospector or simply show that you have not been in the bar all shift.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Job==&lt;br /&gt;
There is, honestly, very little to do in Mining beyond Mining. Though something you can do is, since you are on the asteroid with mining gear, assisting a Xenoarcheologist in their digs - avoiding strange-looking rocks and dig through everything else. Sometimes your GPS might pick up a strange signal from somewhere on the rock, leading to crashed shuttles or abandoned structures. Exploration can be fun and rewarding, or really dangerous. As a prospector, you will learn to bring the right tools for the job in no time. Teaming up with a buddy or two might also help.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
You are an EVA specialist with a lot of destructive tools at your disposal. Breach the bridge with seismic charges, perform magboot checks on security, test your kinetic accelerators in a vented hallway and figure out why exactly the diamond pickaxe is so feared in bar fights.&lt;br /&gt;
Creativity is your limit with this job, just make sure to have a reason for blowing up parts of the ship or fistfighting scientists in your own hardsuit. Connections help a lot with your tasks. Unsuspecting scientists will let you in if you bring them nice things and equip you with way to much weapons if you tell them there is carp outside, while your best friends in operations might ignore a sniper rifle you just ordered with the captain&#039;s spare.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]][[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=24219</id>
		<title>Machinist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=24219"/>
		<updated>2022-04-08T13:13:40Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img = Roboticist.png&lt;br /&gt;
|jobtitle = Machinist&lt;br /&gt;
|access = ???&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 25 years of age, Engineering, Mechatronics, or Robotics degree, (Masters preferred).&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]]&lt;br /&gt;
|superior = [[Operations Manager]].&lt;br /&gt;
|duties = Create [[Cyborg]]s, Exosuits and robots. Maintain mechanical prosthetics, organs, and augments on your organic co-workers.&lt;br /&gt;
|guides = [[Guide to Robotics]], [[Surgery]]&lt;br /&gt;
}}&lt;br /&gt;
Primarily, the &#039;&#039;&#039;Machinist&#039;&#039;&#039;&#039;s job is to make [[Cyborg|cyborg bodies]], and generally maintain activated cyborgs. Secondarily, Machinists create helpful robots like Medibots and Floorbots. A skilled set of Machinists can even build a powerful set of mechanized exosuits. It is also the responsibility of Machinists to perform the operation of cyborgification if deemed as necessary by the vessels SCC command staff.&lt;br /&gt;
&lt;br /&gt;
==Tools and Department==&lt;br /&gt;
Operations is your home as a Machinist. It contains exosuit fabricators for the creation of any robotic component you require, a circuit imprinter, a console, multiple sheets of metal, twenty sheets of plasteel, power cells, and a coil of wire. on the scattered tables there are multitools, toolboxes, a few flashes, loose tools, two proximity sensors, and two cell chargers. Just outside there are two cyborg recharge stations and four mech suit recharge stations.&lt;br /&gt;
&lt;br /&gt;
You also possess a small surgical theatre, which is where procedures performed on your more fleshy coworkers take place. Whether fixing up a malfunctioning set of mechanical eyes, or preparing a brain for cyborgification, your work with creatures of flesh and blood happens here.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
There are a few things you should do once you spawn in your nice and clean Robotics office.&lt;br /&gt;
&lt;br /&gt;
First, keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices and rare minerals. Third, have a plan before you start building anything huge, like a mech suit (Without specialty materials, they are unbuildable). Fourth, make sure to perform maintenance on cyborgs that come in; SCC usually doesn&#039;t load them with anything but the minimum required power cells. Finally, ensure you have proper eye protection when you weld, or you&#039;ll become blind quickly.&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
&lt;br /&gt;
Creating, repairing, and maintaining [[Cyborg|cyborgs]] is the main reason you&#039;re around. See the [[Guide to Robotics#Cyborgs|Guide]] for more info. Remember, by signing a contract to work with [[The Stellar Corporate Conglomerate]] as a Machinist, you are expected to perform cyborgification procedures when told to by command. Refusal is neglect of duty, breach of contract, and grounds for contract termination.&lt;br /&gt;
&lt;br /&gt;
== IPCs ==&lt;br /&gt;
Repairing, reviving, and maintaining [[IPC|IPC Crewmembers]] is another reason you&#039;re around, but a bit more uncommon compared to Cyborgs. See the [[Guide_to_Robotics#IPC_revival|Guide]] for more info.&lt;br /&gt;
&lt;br /&gt;
==Exosuits==&lt;br /&gt;
Another thing you can do as a Machinist is make an Exosuit. 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 circuit printer, so long as [[Scientist|RND]] has done their job. Failing that, cargo or RND proper can get them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Please note that walking around the ship in an Exosuit when not transporting it or using it for its intended purpose is frowned upon! They&#039;re industrial tools, not personal carriages.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See more about Exosuits and their equipment on the [[Guide to Robotics]] page.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitoring as a Machinist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high ship access, and access to tech storage will allow you to get pretty much everywhere, also you have gloves from the get-go. And, of course, emagging any of your basic creations serves to cause havoc and chaos. Emagging the [[Cyborg#Cyborgs_and_Hacking|cyborgs]] can make them do what you want. Some people will ignore, tell on, or attack you.&lt;br /&gt;
&lt;br /&gt;
Note that to emag a [[Cyborg#Cyborgs_and_Hacking|cyborg]], you should follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use an Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar to open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
==Do&#039;s and Don&#039;ts==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do:&#039;&#039;&#039;&lt;br /&gt;
*Make cyborg bodies and install MMI&#039;s in them.&lt;br /&gt;
*Try to borg antagonists instead of the death penalty. They still fail, but are no longer a danger.&lt;br /&gt;
*Cut AI control when the AI is rogue.&lt;br /&gt;
*Make useful bots and leave them around the ship.&lt;br /&gt;
*Give mining or medical an exosuit before you start working on personal projects. people will thank you.&lt;br /&gt;
*Offer up to any reasonable departments if they need hardsuits, exosuits or cyborg upgrades.&lt;br /&gt;
*Create hardsuits to be distributed to security, engineering, medical and any other departments that you feel fit.&lt;br /&gt;
*Get people to sign the reasonable paperwork so the janitor doesn&#039;t suddenly start walking around in a combat mech.&lt;br /&gt;
*Put beacons in all mechs lest they get stolen.&lt;br /&gt;
*Make a Cyborg and Exosuit Control Console.&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t:&#039;&#039;&#039;&lt;br /&gt;
*Put an MMI in a borg without making sure it&#039;s still there (they can speak you know).&lt;br /&gt;
*Blow up all the borgs because one was emagged.&lt;br /&gt;
*Immediately blow up all borgs in malf.&lt;br /&gt;
*Try to make a mech you don&#039;t have materials for, nothing is more useless than a pile of combat limbs while you beg for metal and silver.&lt;br /&gt;
*Go on mech rampages &#039;because you can&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Cargo]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=24218</id>
		<title>Hangar Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=24218"/>
		<updated>2022-04-08T13:13:01Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Cargo_Technician.png&lt;br /&gt;
|jobtitle=Hangar Technician&lt;br /&gt;
|access=Maint Tunnels, Mail Sorting, Basic Operations&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 18 years of age.&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior=[[Operations Manager]].&lt;br /&gt;
|duties=Handling of basic Operations tasks, Mailing, Distributing Items in Warehouse&lt;br /&gt;
|guides=[[Guide to Paperwork]], [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Hangar Technician is the crewmember that is in charge of handling all basic Operations-related requests, mailing items, and sorting and then distributing the contents of the warehouse. They are also the grease monkies of the flight deck, making sure shuttles on expeditions are fueled, maintained, and ready to go when ordered.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Hangar Technician has three responsibilities:&lt;br /&gt;
*Handle Operations Orders&lt;br /&gt;
*Manage the Disposals Mailing System&lt;br /&gt;
*Sort, and then distribute the contents of the warehouse&lt;br /&gt;
You&#039;re also expected to keep in touch with requests from the crew. Link your PDA to the ringer terminal, and Requests Console to ensure you will be alerted to any demands or needs.&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
===Operations Account===&lt;br /&gt;
The Operations Department has an account with 5000 credits in it. You must charge people to ensure that it isn&#039;t drained of all funds, or ship crates, phoron, and platinum in order to add to the funds. The phoron and platinum &#039;&#039;&#039;must&#039;&#039;&#039; be inside a crate, or it will be lost, and not contribute to the overall funds of the operations account. Phoron, platinum, and crates are worth about 100 credits each.&lt;br /&gt;
&lt;br /&gt;
===Handling Orders===&lt;br /&gt;
As the Hangar Technician, you will be expected to handle the ordering and distribution of ordered items, and to do your best to minimize the cost of the shuttle.&lt;br /&gt;
#&#039;&#039;&#039;Order:&#039;&#039;&#039; Somebody can place an order for equipment or materials for their department, using the Operations Order program. They will sometimes have a choice between suppliers. Each supplier will have a fee for the shuttle to go to them. The amount ordered from them, however, will not affect this fee. So the best policy is to order more at once, and from the same/few suppliers. You can also adjust the Operations Handling fee, to make up the difference, if needed.&lt;br /&gt;
#&#039;&#039;&#039;Approve/Reject:&#039;&#039;&#039; If an order has been placed, you can look at it in the Submitted section of the Operations Control program. You will see the name of who has submitted it, and how much it costs. Clicking the Details option will allow you to see more information, such as what has been ordered, the reason for the order, and the individual prices of each ordered item. You may then Approve, or Reject the order, depending on who has ordered it, what has been ordered, and whether or not the funds for the order, either in the operations account, or in their account, are available.&lt;br /&gt;
#&#039;&#039;&#039;Ship:&#039;&#039;&#039; Now that you have one or more Approved Orders waiting to be shipped, you may send the shuttle to go pick them up. First, ensure the shuttle is away. Then, call it back. Remember when sending the shuttle away to ask if anyone is on it at the moment, or in one of the airlocks, or they may be harmed. Again, as was stated in the &#039;&#039;&#039;Order&#039;&#039;&#039; section, the fewer individual suppliers, and the larger amount of items being shipped, the cheaper the fee per item. So it may be best to wait, and try to ship multiple items at once, rather than send and recall the shuttle for each and every order.&lt;br /&gt;
#&#039;&#039;&#039;Deliver/Pay:&#039;&#039;&#039; Now that the shuttle is docked, and the order(s) are here, it is time to deliver them, and obtain payment for them (Do note, you can accept payment before they&#039;re shipped, only if they&#039;ve been approved). The easiest way is to call whoever ordered to Operations, and open the Operations Delivery program on a console or tablet, then open their order, and have them insert their ID and press the payment key. The funds will be added to the Operations Account, and you can hand over their order. If the EFTPOS is set up by the HoP, you could charge them the amount needed with it, and then give them their order.&lt;br /&gt;
&lt;br /&gt;
===Sorting the Warehouse===&lt;br /&gt;
Within operations belongs a large warehouse full of crates with many items of varying usefulness and utility within. There is not any set-in-stone requirement to distribute these items to each department unless requested, but it is probably best to at least sort the warehouse first before any requests do come in. The following covers what items are best sent to which departments:&lt;br /&gt;
*&#039;&#039;&#039;Security:&#039;&#039;&#039; Any contraband, weapons, or security equipment&lt;br /&gt;
*&#039;&#039;&#039;Medical:&#039;&#039;&#039; Any chemicals, medical tools, or medical supplies&lt;br /&gt;
*&#039;&#039;&#039;Research:&#039;&#039;&#039; Any advanced machine parts, robotic limbs, exosuit modules, steel, glass, phoron (unless you intend to ship it to the Odin for operations funds), gold, silver, diamonds, uranium, and plasteel&lt;br /&gt;
*&#039;&#039;&#039;Mining:&#039;&#039;&#039; Any mesons, mining tools, magboots, or lanterns&lt;br /&gt;
*&#039;&#039;&#039;Engineering:&#039;&#039;&#039; Any EVA gear not given to mining, materials not given to research, tools, signs, and firefighting equipment (fire axes included) &lt;br /&gt;
Anything not mentioned here may be distributed as you feel is best, but should be done so reasonably.&lt;br /&gt;
&lt;br /&gt;
===Mailing===&lt;br /&gt;
It is unlikely that you will ever be asked to do so, but you may be asked to mail a package for someone. The methods of doing so will be explained in the &#039;&#039;&#039;Equipment&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
As a technician, you have a wide array of tools to help you supply the station, and distribute orders and warehouse goods.&lt;br /&gt;
&lt;br /&gt;
===Autolathe===&lt;br /&gt;
The Autolathe can be supplied with glass and steel in order to produce tools, containers, radios, and other items which may be requested. There should be some glass and steel in the Operations Office on a table, just so you can supply the Autolathe.&lt;br /&gt;
&lt;br /&gt;
===Mulebot===&lt;br /&gt;
Are bugged, currently. Do not use.&lt;br /&gt;
&lt;br /&gt;
===Operations Tug===&lt;br /&gt;
A relatively complex machine to use - the cargo tug is essentially a small train to manually transport multiple crates. To link it up, drag the chain link from the unhooked wagon to the hooked wagon (or tug). Make sure that the chain link is in the right direction, however - that can be ensured by pushing the cart into the tug/train. &lt;br /&gt;
&lt;br /&gt;
To activate the tug&#039;s engine, locate the keys and turn them in the ignition (do not lose these keys as they will render the tug inoperable). &lt;br /&gt;
&lt;br /&gt;
To load the tug&#039;s platforms, simply place yourself firmly in front of the wagon and lift the crate onto it.&lt;br /&gt;
&lt;br /&gt;
The cargo tug is ALSO electric - and as such the power cell needs to be replaced, as well. This model of cargo tug features a panel and a latch - undo the panel with a screwdriver, extract the power cell from the latch using a crowbar, insert a new power cell then secure the panel back into place with a screwdriver. &lt;br /&gt;
&lt;br /&gt;
===Mailing Room===&lt;br /&gt;
Mailing will allow you to distribute packages through the disposals system. However, lockers, when mailed, will be flung from the disposals fairly violently, so take care. The process for mailing is as follows: &lt;br /&gt;
&lt;br /&gt;
*Using a roll of parcel paper, wrap your item/crate/locker.&lt;br /&gt;
*Grab a Mail Tagging Tool (which looks like a red label maker) and set a destination.&lt;br /&gt;
*Mark the parcel with the destination. &lt;br /&gt;
*Put the item/crate/locker into the disposals receptacle, and take care not to fall into it yourself, or you will take a very brief, painful, and likely lethal ride to the Disposals Crusher.&lt;br /&gt;
*Request your crate back from the department.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=24217</id>
		<title>Shaft Miner</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=24217"/>
		<updated>2022-04-08T13:11:45Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|&lt;br /&gt;
|headerbgcolor=#663300&lt;br /&gt;
|headerfontcolor = #c19a6b&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor=#C19A4A&lt;br /&gt;
|img=Shaft_Miner.png&lt;br /&gt;
|jobtitle=Prospector&lt;br /&gt;
|access=Mining, that&#039;s all I know.&lt;br /&gt;
|difficulty=Very Easy&lt;br /&gt;
|qualifications=At least 18 years of age, have passed an SCC Certified Mining Accreditation course and have at least a recognised certificate in operating shuttle-craft&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|superior=[[Operations Manager]]&lt;br /&gt;
|duties=Ore extraction, processing and accounting&lt;br /&gt;
|guides=[[Guide to Mining]]}}&lt;br /&gt;
&lt;br /&gt;
The Prospector is in charge of all ore extraction and processing in the sector. Generally seen as a low-class assignment, there are minimal requirements to work in this field - however knowledge in piloting shuttle-craft is mandatory in order to arrive at the destinations and knowledge of heavy machinery is helpful in order to make the most of the stellar objects that you will be mining, by setting up the drills and being able to pilot a mining mech. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Simply put, the Prospector has three duties, as follows: &lt;br /&gt;
&lt;br /&gt;
*Extract ore from the asteroid&lt;br /&gt;
*Process ore at the Ship&#039;s smeltery&lt;br /&gt;
*Report the materials yield using a Yield Declaration from the smelter console. &lt;br /&gt;
===Obtaining Equipment===&lt;br /&gt;
You operate on a point-reward system while working with The SCC. You will have to mine to obtain points, to then exchange for equipment at the Mining Vendor.&lt;br /&gt;
For more information, please check the [[Guide_to_Mining#Mining_Points_And_The_Mining_Vendor|Guide to Mining]].&lt;br /&gt;
&lt;br /&gt;
=Duties=&lt;br /&gt;
==Ore extraction==&lt;br /&gt;
The process of breaking rock in order to obtain materials. Generally speaking, you will need the following equipment:&lt;br /&gt;
&lt;br /&gt;
*Hardsuit, recommended with a breathing mask (available at the airlock)&lt;br /&gt;
*Oxygen tank&lt;br /&gt;
*GPS device&lt;br /&gt;
*Active suit sensors&lt;br /&gt;
&lt;br /&gt;
As far as equipment go, there is a variety of tools available - the configuration you choose will depend on what you wish to extract, how, and what resources are already available. For a more detailed list consult [[Guide_to_Mining|this guide.]] Examples of tools that you may work with:&lt;br /&gt;
&lt;br /&gt;
*Pickaxe (for breaking rock)&lt;br /&gt;
*Shovel (to obtain impure silicas from the ground)&lt;br /&gt;
*Mining Drill (An upgrade to the Pickaxe)&lt;br /&gt;
*Sonic Jackhammer (An upgrade to the Heavy Drill)&lt;br /&gt;
*Plasma Cutter (A sidegrade to the Jackhammer - digs as fast, but is also capable of cutting through tougher materials if needed&lt;br /&gt;
*Wrench (for operating the Mining Drills)&lt;br /&gt;
*Ore Detector (for finding locations for the Heavy Drill)&lt;br /&gt;
*Flags (for noting the location of deposits)&lt;br /&gt;
*Ore Satchel (to quickly amass your ores)&lt;br /&gt;
&lt;br /&gt;
Of course, all of the handheld equipment serves only as a backup when piloting a mech. Do not forget - synthetic units need, instead of an oxygen tank and a breathing mask, a suit cooling unit (obtainable from any autolathe).&lt;br /&gt;
&lt;br /&gt;
===Preparation, Foot Mining===&lt;br /&gt;
To ensure your safety, you are provided with steps to ensure that once you step within the airlock, you are ready:&lt;br /&gt;
&lt;br /&gt;
*Attach the hardsuit helmet and magboots to the hardsuit&lt;br /&gt;
*Put an oxygen tank of your choice inside the hardsuit&lt;br /&gt;
*Put on the hardsuit (additional breathing mask recommended)&lt;br /&gt;
*Verify that breathing mask is properly adjusted (over your mouth, not hanging down)&lt;br /&gt;
*Gather all of your chosen gear in your backpack (Pickaxe is too large for operation - hold in hand or attach to belt)&lt;br /&gt;
*Put on a backpack &lt;br /&gt;
*(Optional)Obtain second air tank and stash it in a backpack&lt;br /&gt;
*Stash or satchel and GPS/tracking beacon in hardsuit&#039;s hip sockets, roughly at the pocket location&lt;br /&gt;
&lt;br /&gt;
===Preparation, Mech mining===&lt;br /&gt;
If you are experienced in mech piloting, there are a few extra steps required in making a mech EVA-safe.&lt;br /&gt;
&lt;br /&gt;
*(Optional, but recommended) Follow the first five steps of the &amp;quot;Preparation, Foot Mining&amp;quot; guide.&lt;br /&gt;
*Enter your mech&lt;br /&gt;
*Verify the structural integrity of your mech and charge of its power cell - charge and get repairs as needed.&lt;br /&gt;
*Verify the presence of all equipment - minimum drill and hydraulic clamp&lt;br /&gt;
*Switch the internals of the mech itself on&lt;br /&gt;
*Load an ore box&lt;br /&gt;
&lt;br /&gt;
Furthermore, as a general reminder: Mechs do not actively cool the air of their cabin - and thus, synthetic units also require a sealed suit and suit cooling unit to avoid overheating while operating one.&lt;br /&gt;
&lt;br /&gt;
===Setting up the Mining Drills===&lt;br /&gt;
Setting one up is a very simple process:&lt;br /&gt;
&lt;br /&gt;
*Using the Ore Detector, find an adequate location to place the drill, mark location with a flag&lt;br /&gt;
*Bring drill to flag&#039;s location, along with support anchors&lt;br /&gt;
*Place the anchors to the sides of the drill&lt;br /&gt;
*Secure the anchors using a wrench&lt;br /&gt;
*(Optional) Place an ore box north of the drill&lt;br /&gt;
*Activate drill&lt;br /&gt;
&lt;br /&gt;
And if you did not place an ore box, here is how to unload the drill once it reports being full:&lt;br /&gt;
&lt;br /&gt;
*Place ore box north of drill&lt;br /&gt;
*Using the panel, command the drill to unload.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
Once that is done, the actual mining process can begin. &lt;br /&gt;
&lt;br /&gt;
*Bring an ore box with you (or in a mech)&lt;br /&gt;
*Locate ores embedded in the rock of the asteroid&lt;br /&gt;
*Use the tool of choice to break rock/soil&lt;br /&gt;
*Use ore satchel to quickly grab all ores (automated with a mech drill)&lt;br /&gt;
*Put ores in ore box (also automated in a mech)&lt;br /&gt;
&lt;br /&gt;
Once you have a sufficient amount of ore, return to the Ship (do not forget to take the materials dug up by the heavy drills, if you have any)&lt;br /&gt;
&lt;br /&gt;
==Ore Processing==&lt;br /&gt;
Back at the Ship comes the step of processing. Place the ore box next to the crate unloader, it will not gather materials out of a box that is held by a mech so you might need to unload it from that, too. Once you pull the lever, the machine will automatically extract ore and funnel them into the Smelter. Unless specifically requested otherwise, the Smelter should be set according to [[Guide_to_Mining#Furnace_101|this guide.]]&lt;br /&gt;
&lt;br /&gt;
By default, the stacking machine will output stacks of 50 units of material, which makes it easy to count. However, you can configure the machine to produce smaller stacks, or force it to eject an incomplete stack. Put them in a crate and head up.&lt;br /&gt;
&lt;br /&gt;
==Yield Declaration==&lt;br /&gt;
The smelter console will allow you to print those reports. On it are the details of what you gathered. Don&#039;t forget to put your name on it and a signature at the bottom. Get it stamped by at least a [[Hangar Technician]] if not the [[Executive Officer]] while handing off the crate of resources to claim the title of best prospector or simply show that you have not been in the bar all shift.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Job==&lt;br /&gt;
There is, honestly, very little to do in Mining beyond Mining. Though something you can do is, since you are on the asteroid with mining gear, assisting a Xenoarcheologist in their digs - avoiding strange-looking rocks and dig through everything else. Sometimes your GPS might pick up a strange signal from somewhere on the rock, leading to crashed shuttles or abandoned structures. Exploration can be fun and rewarding, or really dangerous. As a prospector, you will learn to bring the right tools for the job in no time. Teaming up with a buddy or two might also help.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
You are an EVA specialist with a lot of destructive tools at your disposal. Breach the bridge with seismic charges, perform magboot checks on security, test your kinetic accelerators in a vented hallway and figure out why exactly the diamond pickaxe is so feared in bar fights.&lt;br /&gt;
Creativity is your limit with this job, just make sure to have a reason for blowing up parts of the ship or fistfighting scientists in your own hardsuit. Connections help a lot with your tasks. Unsuspecting scientists will let you in if you bring them nice things and equip you with way to much weapons if you tell them there is carp outside, while your best friends in operations might ignore a sniper rifle you just ordered with the captain&#039;s spare.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]][[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=24216</id>
		<title>Hangar Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=24216"/>
		<updated>2022-04-08T13:11:40Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor=#c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor=#C19A4A&lt;br /&gt;
|img=Cargo_Technician.png&lt;br /&gt;
|jobtitle=Hangar Technician&lt;br /&gt;
|access=Maint Tunnels, Mail Sorting, Basic Operations&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 18 years of age.&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior=[[Operations Manager]].&lt;br /&gt;
|duties=Handling of basic Operations tasks, Mailing, Distributing Items in Warehouse&lt;br /&gt;
|guides=[[Guide to Paperwork]], [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Hangar Technician is the crewmember that is in charge of handling all basic Operations-related requests, mailing items, and sorting and then distributing the contents of the warehouse. They are also the grease monkies of the flight deck, making sure shuttles on expeditions are fueled, maintained, and ready to go when ordered.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Hangar Technician has three responsibilities:&lt;br /&gt;
*Handle Operations Orders&lt;br /&gt;
*Manage the Disposals Mailing System&lt;br /&gt;
*Sort, and then distribute the contents of the warehouse&lt;br /&gt;
You&#039;re also expected to keep in touch with requests from the crew. Link your PDA to the ringer terminal, and Requests Console to ensure you will be alerted to any demands or needs.&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
===Operations Account===&lt;br /&gt;
The Operations Department has an account with 5000 credits in it. You must charge people to ensure that it isn&#039;t drained of all funds, or ship crates, phoron, and platinum in order to add to the funds. The phoron and platinum &#039;&#039;&#039;must&#039;&#039;&#039; be inside a crate, or it will be lost, and not contribute to the overall funds of the operations account. Phoron, platinum, and crates are worth about 100 credits each.&lt;br /&gt;
&lt;br /&gt;
===Handling Orders===&lt;br /&gt;
As the Hangar Technician, you will be expected to handle the ordering and distribution of ordered items, and to do your best to minimize the cost of the shuttle.&lt;br /&gt;
#&#039;&#039;&#039;Order:&#039;&#039;&#039; Somebody can place an order for equipment or materials for their department, using the Operations Order program. They will sometimes have a choice between suppliers. Each supplier will have a fee for the shuttle to go to them. The amount ordered from them, however, will not affect this fee. So the best policy is to order more at once, and from the same/few suppliers. You can also adjust the Operations Handling fee, to make up the difference, if needed.&lt;br /&gt;
#&#039;&#039;&#039;Approve/Reject:&#039;&#039;&#039; If an order has been placed, you can look at it in the Submitted section of the Operations Control program. You will see the name of who has submitted it, and how much it costs. Clicking the Details option will allow you to see more information, such as what has been ordered, the reason for the order, and the individual prices of each ordered item. You may then Approve, or Reject the order, depending on who has ordered it, what has been ordered, and whether or not the funds for the order, either in the operations account, or in their account, are available.&lt;br /&gt;
#&#039;&#039;&#039;Ship:&#039;&#039;&#039; Now that you have one or more Approved Orders waiting to be shipped, you may send the shuttle to go pick them up. First, ensure the shuttle is away. Then, call it back. Remember when sending the shuttle away to ask if anyone is on it at the moment, or in one of the airlocks, or they may be harmed. Again, as was stated in the &#039;&#039;&#039;Order&#039;&#039;&#039; section, the fewer individual suppliers, and the larger amount of items being shipped, the cheaper the fee per item. So it may be best to wait, and try to ship multiple items at once, rather than send and recall the shuttle for each and every order.&lt;br /&gt;
#&#039;&#039;&#039;Deliver/Pay:&#039;&#039;&#039; Now that the shuttle is docked, and the order(s) are here, it is time to deliver them, and obtain payment for them (Do note, you can accept payment before they&#039;re shipped, only if they&#039;ve been approved). The easiest way is to call whoever ordered to Operations, and open the Operations Delivery program on a console or tablet, then open their order, and have them insert their ID and press the payment key. The funds will be added to the Operations Account, and you can hand over their order. If the EFTPOS is set up by the HoP, you could charge them the amount needed with it, and then give them their order.&lt;br /&gt;
&lt;br /&gt;
===Sorting the Warehouse===&lt;br /&gt;
Within operations belongs a large warehouse full of crates with many items of varying usefulness and utility within. There is not any set-in-stone requirement to distribute these items to each department unless requested, but it is probably best to at least sort the warehouse first before any requests do come in. The following covers what items are best sent to which departments:&lt;br /&gt;
*&#039;&#039;&#039;Security:&#039;&#039;&#039; Any contraband, weapons, or security equipment&lt;br /&gt;
*&#039;&#039;&#039;Medical:&#039;&#039;&#039; Any chemicals, medical tools, or medical supplies&lt;br /&gt;
*&#039;&#039;&#039;Research:&#039;&#039;&#039; Any advanced machine parts, robotic limbs, exosuit modules, steel, glass, phoron (unless you intend to ship it to the Odin for operations funds), gold, silver, diamonds, uranium, and plasteel&lt;br /&gt;
*&#039;&#039;&#039;Mining:&#039;&#039;&#039; Any mesons, mining tools, magboots, or lanterns&lt;br /&gt;
*&#039;&#039;&#039;Engineering:&#039;&#039;&#039; Any EVA gear not given to mining, materials not given to research, tools, signs, and firefighting equipment (fire axes included) &lt;br /&gt;
Anything not mentioned here may be distributed as you feel is best, but should be done so reasonably.&lt;br /&gt;
&lt;br /&gt;
===Mailing===&lt;br /&gt;
It is unlikely that you will ever be asked to do so, but you may be asked to mail a package for someone. The methods of doing so will be explained in the &#039;&#039;&#039;Equipment&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
As a technician, you have a wide array of tools to help you supply the station, and distribute orders and warehouse goods.&lt;br /&gt;
&lt;br /&gt;
===Autolathe===&lt;br /&gt;
The Autolathe can be supplied with glass and steel in order to produce tools, containers, radios, and other items which may be requested. There should be some glass and steel in the Operations Office on a table, just so you can supply the Autolathe.&lt;br /&gt;
&lt;br /&gt;
===Mulebot===&lt;br /&gt;
Are bugged, currently. Do not use.&lt;br /&gt;
&lt;br /&gt;
===Operations Tug===&lt;br /&gt;
A relatively complex machine to use - the cargo tug is essentially a small train to manually transport multiple crates. To link it up, drag the chain link from the unhooked wagon to the hooked wagon (or tug). Make sure that the chain link is in the right direction, however - that can be ensured by pushing the cart into the tug/train. &lt;br /&gt;
&lt;br /&gt;
To activate the tug&#039;s engine, locate the keys and turn them in the ignition (do not lose these keys as they will render the tug inoperable). &lt;br /&gt;
&lt;br /&gt;
To load the tug&#039;s platforms, simply place yourself firmly in front of the wagon and lift the crate onto it.&lt;br /&gt;
&lt;br /&gt;
The cargo tug is ALSO electric - and as such the power cell needs to be replaced, as well. This model of cargo tug features a panel and a latch - undo the panel with a screwdriver, extract the power cell from the latch using a crowbar, insert a new power cell then secure the panel back into place with a screwdriver. &lt;br /&gt;
&lt;br /&gt;
===Mailing Room===&lt;br /&gt;
Mailing will allow you to distribute packages through the disposals system. However, lockers, when mailed, will be flung from the disposals fairly violently, so take care. The process for mailing is as follows: &lt;br /&gt;
&lt;br /&gt;
*Using a roll of parcel paper, wrap your item/crate/locker.&lt;br /&gt;
*Grab a Mail Tagging Tool (which looks like a red label maker) and set a destination.&lt;br /&gt;
*Mark the parcel with the destination. &lt;br /&gt;
*Put the item/crate/locker into the disposals receptacle, and take care not to fall into it yourself, or you will take a very brief, painful, and likely lethal ride to the Disposals Crusher.&lt;br /&gt;
*Request your crate back from the department.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scientist&amp;diff=24215</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scientist&amp;diff=24215"/>
		<updated>2022-04-08T13:08:58Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #e0b0ff&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #E078FF&lt;br /&gt;
|img = Scientist.png&lt;br /&gt;
|jobtitle = Scientist&lt;br /&gt;
|access = [[Job_Guides#Research|Research Division]]&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, PhD from accredited university in applicable field.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Zavodskoi Interstellar]] &lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]]&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Do experiments, research, and make bombs.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Integrated Electronics|Guide to Integrated Electronics]], [[Guide to Telescience]], [[Guide to Chemistry]], [[Guide to Modular Weaponry]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Scientist&#039;&#039;&#039; is one of the most feared and fun jobs on ship. Being a scientist means you can make and test a large number of tools and gadgets through research, dig up alien civilisations, or study dangerous alien life forms.&lt;br /&gt;
&lt;br /&gt;
==The Laboratories==&lt;br /&gt;
&lt;br /&gt;
====Research &amp;amp; Development====&lt;br /&gt;
The Research and Development lab (RnD for short) is likely going to be your main working place, if you are not a specialized job such as [[Roboticist]] or [[Xenobiologist]]. It is where you can conduct research, and it links to the smaller labs such as the [[Guide to Chemistry|Chemistry Lab]], [[Integrated Electronics|Circuitry lab]] and the [[Guide to Telescience|Telescience lab]]. It allows you to print off circuits, items, and use the [[Guide to Research and Development#Deconstruction|Destructive Analyzer]] to advance Research Levels by deconstructing items with higher or matching levels. Your duties consist of handling upgrading the levels to the highest point you can, then conducting research with things like chemistry, toxins and telescience. Other pass times can include things such as modular weaponry, and circuitry.&lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide, see the [[Guide to Research and Development]].&lt;br /&gt;
&lt;br /&gt;
==== Toxins Research ====&lt;br /&gt;
The Toxins Lab (Toxins for short) is where you will spend plenty of time if you are a [[Phoron Researcher]]. It allows you to take various gases and mix them to create powerful bombs, for use &#039;&#039;&#039;Anywhere other than the ship, if you are not a [[traitor]]&#039;&#039;&#039;. Your lab consists of the Testing range, Testing chamber, Gas storage, and various minor things. Your job consists of using said gasses and testing chamber to create bombs to be tested in the testing range, then used as, well Bombs. &lt;br /&gt;
&lt;br /&gt;
Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of phoron, fire, phoron that&#039;s on fire, or even phoron that&#039;s on fire and spreading N2O. It is fun yet very tiring to be a phoron researcher. &lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide, see the [[Guide to Toxins]].&lt;br /&gt;
&lt;br /&gt;
==== Xenoarcheology and Anomaly Study ====&lt;br /&gt;
Xenoarcheology consists of using various [[Xenoarcheologist#Gearing_Up|tools]] to excavate, then study artifacts, anomalies, and whatever else you carefully excavate from the asteroid. After you&#039;ve found sites and excavated them, it normally falls on the Anomalist to examine them. failing that, a xenoarcheologist or anomalist can do both jobs. &lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide, see the [[Xenoarcheologist#Xenoarcheologist|Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ====&lt;br /&gt;
The Xenobiology Lab specializes in the the study of alien lifeforms, such as [[Skrell#Slimes|slimes]].&lt;br /&gt;
&lt;br /&gt;
Your job consists of taking your slimes, feeding them very sad primates, and getting them to split in to more interesting slimes, then taking those, extracting cores or breeding them in to &#039;&#039;more&#039;&#039; interesting slimes. Slimes have a lot of payout, but also a lot of threat to them, as they get temperamental if they&#039;re ignored or hungry. Always make sure to watch your slimes, and feed or kill adult slimes so they don&#039;t destroy their cell then eat you. The xenobiologist is also the prime person to talk to if [[Changeling|Something]] gets loose on ship.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Unless you&#039;re a traitor, don&#039;t use the bombs on the main ship. You&#039;ll get banned otherwise.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Always warn the ship before your detonate a bomb. Your resident Vaurca will be less likely to bite your head off and more likely to help you fix the inevitable damage to Toxins if you do.&lt;br /&gt;
* Change the frequency of the remote signalling devices so that other scientists or saboteurs don&#039;t set off your explosives themselves.&lt;br /&gt;
* You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don&#039;t need to change the frequency. Whenever it&#039;s time for an explosion you just open the window you minimized, click send signal, and it&#039;ll do it!&lt;br /&gt;
* Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.&lt;br /&gt;
* Make sure to keep your magboots on as a xenoarcheologist so you don&#039;t fall, taking minor physical damage, and a lot of mental damage from your colleagues and medical staff ridiculing you for being a moron. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
In the hands of the right player, a scientist character can become one of the most powerful traitors on board. You have access to weapons, cameras, sensor data, any chemical you would want and most of cargo goods via your huge paycheck. However, the trouble is that you need to be more than just competent with science&#039;s quite complex mechanics to truly unleash your destructive potential. A good scientist is truly a force to be reckoned with - imagine teleporting any unlucky souls with maxed sensors to yourself to hold them hostage, creating a personal medibot that works out of your pocket, or destroying security at your barricaded doors with a turret that shoots bolts setting people on fire. Good luck!&lt;br /&gt;
&lt;br /&gt;
You have a stunbaton at Anomalous Materials that not many people expect you to have. Getting yourself a pair of basic force gloves is also pretty handy - while they don&#039;t boost your damage like the uplink ones do, they can easily disable a target by sending them flying several tiles away. Security also will not bat an eyelid most of the time if science has some [[Uplink|weird technology]] in the laboratory. While you don&#039;t have proper maintenance access, you can traverse some parts of it from the maintenance door at your chemistry lab.&lt;br /&gt;
&lt;br /&gt;
== Lab Assistant ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #e0b0ff&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #E078FF&lt;br /&gt;
|img = Scientist.png&lt;br /&gt;
|jobtitle = Lab Assistant&lt;br /&gt;
|access = [[Job_Guides#Research|Research Division]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age, passed a Lab Safety course OR currently undergoing study in any applicable field.&lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]]&lt;br /&gt;
|superior = [[Research Director]], all of Research&lt;br /&gt;
|duties = Assist Scientists, try and fail to develop a thesis.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Guide_to_Xenoarchaeology|Guide to Xenoarchaeology]], [[Guide to Xenobotany]]&lt;br /&gt;
}}&lt;br /&gt;
As a Lab Assistant, you are expected to know next to nothing. This is the learners&#039; role of Science. You can advance to Scientist by meeting all of the requirements (Beware being too underaged for this reason). Established characters shouldn&#039;t jump into this position outside of very unique circumstances (such as getting demoted) or staff approval.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Research]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=24214</id>
		<title>Xenobiologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobiologist&amp;diff=24214"/>
		<updated>2022-04-08T13:07:09Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #e0b0ff&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #E078FF&lt;br /&gt;
|img = Scientist.png&lt;br /&gt;
|jobtitle = Xenobiologist&lt;br /&gt;
|access = Xenobiology, Xenobotany&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, PhD in Biology, Xenobiology or other applicable field.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Zavodskoi Interstellar]] &lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Tajaran Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]]&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Breed and extract the cores out of slimes, and ensure their containment.&lt;br /&gt;
|guides = This is the guide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Xenobiology is the study of alien lifeforms, and on the Horizon this usually takes the form of breeding and harvesting slimes for their extracts, or &#039;cores.&#039; In the xenobiology lab, scientists use these cores to further the cause of research - but the job is a dangerous one.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Familiarize Yourself ==&lt;br /&gt;
First, get familiar with your new home.&lt;br /&gt;
&lt;br /&gt;
* In the center is a table with some monkey cubes, a grinder for phoron, some phoron sheets, and boxes of syringes and beakers. In the airlock to the lab and along the holding pens, you can find biosuits inside of level 3 biohazard lockers.&lt;br /&gt;
&lt;br /&gt;
* The extracting area on the north side of the room has a operating table for extracting cores from slimes, a scalpel and circular saw used in the procedure, and a SmartFridge for storing the extracted cores. On the wall nearby is an emergency NanoMed in case of accidents.&lt;br /&gt;
&lt;br /&gt;
* Around the edge of the lab there are six holding pens. Any of these pens can locked down with blast doors by pressing the button on the table near the pen. At the start of the round, two pens will be occupied by baby grey slimes, which a xenobiologist uses to start slime breeding.&lt;br /&gt;
&lt;br /&gt;
* In the small room to the north of the pens are two crematorium furnaces. These furnaces are very useful for destroying &amp;lt;strike&amp;gt;anything&amp;lt;/strike&amp;gt; the corpses of the slimes you have harvested.&lt;br /&gt;
&lt;br /&gt;
==Get equipped==&lt;br /&gt;
Before you start breeding slimes, make sure you have a fire extinguisher or several beakers filled with water in your backpack. Since water is your best option for killing a slime, you should always have some nearby.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need a supply of monkeys, available from the boxes of monkey cubes on the center table. Simply unwrap one and spray it with water for an instant primate.&lt;br /&gt;
&lt;br /&gt;
Xenobiology also includes:&lt;br /&gt;
* Slime Analyzers, which when used on a slime will tell you some useful information about the slime.&lt;br /&gt;
* A grinder and five sheets of phoron, which you may grind up and inject into slime cores.&lt;br /&gt;
* An operating table, scalpel, and circular saw for getting extracts out of dead slimes.&lt;br /&gt;
* A SmartFridge to store slime extracts in.&lt;br /&gt;
* A bottle of space cleaner to clean up the inevitable spills.&lt;br /&gt;
* Syringes and beakers for your slime-related experimentation.&lt;br /&gt;
* A pair of cremation furnaces for disposing of dead slimes.&lt;br /&gt;
&lt;br /&gt;
==Gotta catch em&#039; all!==&lt;br /&gt;
&lt;br /&gt;
Get to know your test subjects! Slimes evolved uniquely from the first primordial life, and have several unique properties that vary from type to type.&lt;br /&gt;
&lt;br /&gt;
You begin with two &#039;grey slimes&#039; which can split into multiple new colors once fully grown. Each color of slime has its own powers that can be harvested via its extract.&lt;br /&gt;
&lt;br /&gt;
When well fed, an adult slime will split into four baby slimes, with a 25-35% chance of mutating each (the exact chance can be read with the Slime Analyzer). In theory, this means a 68%-82% chance of at least one mutation (depending on the particular slime&#039;s genetic mutability), but this is not something you should count on. This flowchart shows the results of each slime&#039;s mutations when splitting, with options labeled &amp;quot;2x&amp;quot; having twice the chance of occurring.&lt;br /&gt;
&lt;br /&gt;
[[File:Slime_geneology2.png]]&lt;br /&gt;
&lt;br /&gt;
===Recommended Slimes===&lt;br /&gt;
While this part is purely optional, it is recommended to breed at least one or two dark purple slimes as fast as you can for additional phoron.&lt;br /&gt;
&lt;br /&gt;
Keeping at least one pen producing grey slimes is a very good idea in order to have a sustainable monkey supply.&lt;br /&gt;
&lt;br /&gt;
Purple slimes produce slime steroids. These steroids, when fed to slimes before they are killed, will result in that slime producing three cores instead of one. Using them on grey slimes will therefore yield three monkey cubes, and using one of a dark purple slime will yield three times as much phoron, et cetera. Try harvesting a purple slime and then using the steroids from it on a second purple slime for even more steroid. &lt;br /&gt;
&lt;br /&gt;
A slightly harder but very much worth it alternative to Purple slimes is Cerulean slimes. They have two primary benefits:&lt;br /&gt;
* They do not evolve further, meaning you are assured without using steroids or enhancers three cerulean extracts and one breeding slime.&lt;br /&gt;
* The result of injecting a cerulean extract with phoron is extract enhancer, which allows an extract to be used three times instead of one. When combined with the purple slime steroids, you end up with three extracts that each have three uses!&lt;br /&gt;
&lt;br /&gt;
== Population Control ==&lt;br /&gt;
&lt;br /&gt;
You should aim to have 1-6 slimes, depending on how many pens you wish to use. Trying to breed too many slimes will make them difficult to control, and if you run out (and have no grey slime extract to start over) your job for the shift is over.&lt;br /&gt;
&lt;br /&gt;
Decide on how many slimes you think you can handle at once, keeping in mind the adults split into four when sated.&lt;br /&gt;
&lt;br /&gt;
=== 1-6 Baby Slimes ===&lt;br /&gt;
If you need more extracts, put one monkey in the disposal and wait for the slime(s) to grow, then another and wait for the slime(s) to split.&lt;br /&gt;
As tempting as it may be, do not send in two monkeys at once. The slime might decide the second is a friend and refuse to eat it!&lt;br /&gt;
You might want to make sure to stay in sight of the slimes to keep an eye on when they grow and split.&lt;br /&gt;
&lt;br /&gt;
=== Adult Slimes Have Split ===&lt;br /&gt;
Time to kill one or more of the offspring! &#039;&#039;&#039;Warning:&#039;&#039;&#039; This is the part of the job that&#039;s most likely to get you killed.&lt;br /&gt;
&lt;br /&gt;
Ideally, you want to do this the EXACT moment after the slime in the pen (You ARE keeping only one adult slime per pen, right?) has split.&lt;br /&gt;
&lt;br /&gt;
Select which slime(s) you want to breed (If there is more than one, put each in its own empty pen or make room in a occupied one) and kill the rest with water. &lt;br /&gt;
&lt;br /&gt;
Once you have them there, simply spray with water. Once the ones you don&#039;t want are dead, feed the remaining slimes, harvesting extracts as needed.&lt;br /&gt;
&lt;br /&gt;
===A Slime Wants to be Your Special Friend===&lt;br /&gt;
So you managed to piss it off, eh? With no water nearby, your safest bet is to push it off (click with an empty hand and disarm intent on the slime) and leg it. Hide in a locker and yell for help if they&#039;ve broken loose and you can&#039;t get out of the lab, but it would be a good idea to let your rescuers know what is waiting for them once they arrive!&lt;br /&gt;
&lt;br /&gt;
== Extract Harvesting ==&lt;br /&gt;
Drag the dead slime over to the operating table and set your intent to grab.&amp;lt;br&amp;gt;&lt;br /&gt;
Get a grab on it and click on the table to lay it down. Then use a scalpel on the slime twice, and after that use your circular saw until the slime is out of extracts. (There is only one extract unless you used a slime steroid on the slime before killing it.)&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&#039;&#039;&#039;Grey Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Greybabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Blood: Creates four monkey cubes.&lt;br /&gt;
** Phoron: Creates a grey slime. Could be useful if you have extra grey slimes, but want to make sure you don&#039;t run out of them, or if you want to be sure to have a grey slime to start over with. When entering late in the round when the initial slimes have starved, cutting out their cores and injecting them with phoron will let you continue.&lt;br /&gt;
* Potential Children: Grey, Orange, Purple, Blue, Metal.&lt;br /&gt;
* Potential Parents: Grey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Orangebabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: When injected with phoron, after a short delay the extract will create a fire. It also increases the air pressure a fair amount, which can conceivably slam you against a wall and kill you.&lt;br /&gt;
** Blood: Extract creates capsaicin (pepper spray/hot sauce) when injected with blood. Usable as a &#039;ghetto stun&#039; if you can find a good way to apply it to to your &amp;lt;strike&amp;gt;victim&amp;lt;/strike&amp;gt; test subject.&lt;br /&gt;
* Potential Children: Orange, Dark Purple, Yellow, Red&lt;br /&gt;
* Potential Parents: Grey, Orange, Yellow, Dark Purple, Red&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purple Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Purplebabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron:  Extract creates a bottle of slime steroid when injected with phoron. Slime steroid is a potent chemical mix that will cause a slime to generate more extract. Useful when used on dark purple slimes for phoron, grey slimes for monkeys, or just about any slime you want to research thoroughly. Apply it to a baby slime before killing it, and it will have three cores.&lt;br /&gt;
** Sugar: Inject extract with sugar to create slime jelly, a highly toxic substance. Useful if you need to frame the cook.&lt;br /&gt;
* Potential Children: Purple, Dark Purple, Dark Blue, Green&lt;br /&gt;
* Potential Parents: Grey, Purple, Dark Purple, Dark Blue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Bluebabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Water: Extract creates 10 units of frost oil. This is created inside the extract and can be drawn out with a syringe.&lt;br /&gt;
* Potential Children: Blue, Dark Blue, Silver, Pink&lt;br /&gt;
* Potential Parents: Grey, Blue, Dark Blue, Silver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Metalbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: Creates a portal which spits out 30 sheets of metal and 15 sheets of plasteel. Expect the roboticist to want the products.&lt;br /&gt;
* Potential Children: Metal, Yellow, Silver, Gold&lt;br /&gt;
* Potential Parents: Grey, Metal, Silver, Yellow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Purple Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Darkpurplebabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with:&lt;br /&gt;
** Phoron: Creates a portal which spits out 8 sheets of gold, silver, and uranium, and 4 sheets of diamond.&lt;br /&gt;
* Potential Children: Dark Purple, Orange, Purple, Sepia&lt;br /&gt;
* Potential Parents: Dark Purple, Orange, Purple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Blue Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Darkbluebabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Water: Creates a burst of cold after a short time. This would be useful for killing slimes in an area around you, for example if you had incautiously activated a red slime extract. However, the burst is not strong enough to kill even a baby slime.&lt;br /&gt;
* Potential Children: Dark Blue, Purple, Blue, Cerulean&lt;br /&gt;
* Potential Parents: Dark Blue, Purple, Blue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silver Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Silverbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: Creates a brief flash of light (does not stun, but does white out the interface for you and others nearby). When the flash ends, it leaves behind a small number of random food items which can be literally anything edible, from the mundane to the exotic--including things like brain burgers, death berries, or even an appendix.&lt;br /&gt;
* Potential Children: Silver, Blue, Metal, Pyrite&lt;br /&gt;
* Potential Parents: Silver, Blue, Metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Yellowbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: Extracts become self-recharging slime cores, equivalent to low grade power cells.&lt;br /&gt;
** Blood: Extract creates an EMP after five seconds. It&#039;s a quite big blast as well, useful if that AI is onto your [[traitor|tricks]].&lt;br /&gt;
** Water: Extract creates a glowing slime extract that emits light like a flashlight.&lt;br /&gt;
* Potential Children: Yellow, Orange, Metal&lt;br /&gt;
* Potential Parents: Yellow, Orange, Metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Redbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: Creates Slime Glycerol.&lt;br /&gt;
** Blood: Makes nearby slimes rabid. Has some [[traitor|fun]] uses. Slimes will still pay attention to &amp;quot;friend&amp;quot; designations, and will not attack you if they consider you one.&lt;br /&gt;
* Potential Children: Red, Oil&lt;br /&gt;
* Potential Parents: Red, Orange&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Greenbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: Creates a bluespace anomaly, which will teleport you and everything in a seven tile circular radius around you to a random ship area.&lt;br /&gt;
* Potential Children: Green, Black&lt;br /&gt;
* Potential Parents: Green, Purple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pink Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Pinkbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Blood: Creates a bottle of docility potion, a potent chemical mix that will nullify a baby slime&#039;s powers, causing it to become docile and tame and letting you name it. You too can have your own pet, just like the HoP!&lt;br /&gt;
* Potential Children: Pink, Light Pink&lt;br /&gt;
* Potential Parents: Blue, Pink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Goldbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: Creates hostile animals.&lt;br /&gt;
* Potential Children: Gold, Adamantine&lt;br /&gt;
* Potential Parents: Metal, Gold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sepia Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Sepiababyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: Creates a camera. How? Slime Magic!&lt;br /&gt;
** Blood: Creates some film for a camera. How? More Slime Magic!&lt;br /&gt;
* Potential Children: Sepia&lt;br /&gt;
* Potential Parents: Sepia, Dark Purple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cerulean Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Ceruleanbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with:&lt;br /&gt;
** Phoron: Creates a bottle of extract enhancer. When used on a extract it triples the amount of uses it has. You can start laughing madly now.&lt;br /&gt;
* Potential Children: Cerulean&lt;br /&gt;
* Potential Parents: Cerulean, Dark Blue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pyrite Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Pyritebabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with:&lt;br /&gt;
** Phoron: Creates some paint. &amp;lt;strike&amp;gt;For the love of all that is holy, don&#039;t give it to the clown!&amp;lt;/strike&amp;gt; There are no clowns. Moving on.&lt;br /&gt;
* Potential Children: Pyrite&lt;br /&gt;
* Potential Parents: Silver, Pyrite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oil Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Oilbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: Creates an explosion after a moment.&lt;br /&gt;
* Potential Children: Oil&lt;br /&gt;
* Potential parents: Oil, Red&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Blackbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with:&lt;br /&gt;
** Phoron: Creates one unit of advanced mutation toxin, which can be drawn back out of the used extract with a syringe. The toxin turns you into [[Skrell#Slimes|a baby slime]].&lt;br /&gt;
* Potential Children: Black&lt;br /&gt;
* Potential Parents: Black, Green&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Pink Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Lightpinkbabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with:&lt;br /&gt;
** Blood: Creates a bottle of docility potion. Docility potion is a potent chemical mix that will nullify an adult slime&#039;s powers, causing it to become docile and tame. Now you can have a pet that is bigger than the HoP&#039;s!&lt;br /&gt;
* Potential Children: Light Pink&lt;br /&gt;
* Potential Parents: Light Pink, Pink&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamantine Slime&#039;&#039;&#039;&lt;br /&gt;
[[File:Adamantinebabyslime.png|32px]]&lt;br /&gt;
* Inject the extract with: &lt;br /&gt;
** Phoron: Creates a rune that can summon an adamantine golem, a player-controlled construct that will follow its creator&#039;s orders. If no player is available for the golem, the rune will fizzle, but can be re-used.&lt;br /&gt;
* Potential Children: Adamantine&lt;br /&gt;
* Potential Parents: Adamantine, Gold&lt;br /&gt;
&lt;br /&gt;
== Golems ==&lt;br /&gt;
There are many types of golems, including metal, bronze or phoron. All have different stats, so experiment! Use any minerals you can to advantage! Take a note of what mineral can be a golem and what can not be a golem! &lt;br /&gt;
 &#039;&#039;&#039;WARNING:&#039;&#039;&#039; Phoron golems are extremely flammable, create phoron golems at your own risk!&lt;br /&gt;
&lt;br /&gt;
== How to make an efficient slime farm ==&lt;br /&gt;
* First of all: Get some water and kill/harvest one of the two baby grey slimes. If the rest of your slimes die after that, or if they mutate into colors you don&#039;t like, you can use this extract to start over.&lt;br /&gt;
&lt;br /&gt;
* Soak a monkey cube in water and feed it to the slime by putting the monkey in the disposal. Engage the disposal and maintain line of sight to the slime while it eats the monkey. This helps ensure that the slime will not try to eat you, as you will be considered a friend. This sentiment is also passed to the new baby slimes when this one splits.&lt;br /&gt;
&lt;br /&gt;
* Keep your slimes well-fed. If they are large and hungry enough, they will start trying to destroy the windows of their pens and may even escape. Each enclosure includes blast doors that can be closed if your slimes get cranky.&lt;br /&gt;
&lt;br /&gt;
* Feeding slimes and watching them grow can have them imprint on the user. Try speaking to them to discover if a successful imprint has occurred. The process is rare but extremely helpful&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t run out of monkey cubes. For long-term experiments, this means maintaining a line of grey slimes in addition to whatever experimental breeding you are doing.&lt;br /&gt;
&lt;br /&gt;
* Be prepared for injuries. Even slimes that see you as a &amp;quot;friend&amp;quot; may still glomp you, causing brute damage and potentially even breaking bones. If they are hungry enough or don&#039;t see you as a friend at all, they will also attempt to eat you, causing genetic damage. It&#039;s advisable to keep your suit sensors on full (tracking beacon included) so that medical personnel can find you if you are badly hurt. Genetic damage is not visible on the sensors, but brute damage is, and if medical is paying attention they will see you getting hurt. If you are too hurt to get to Medical, call for help over the radio. It will take rescue a while to get to you since Xenobiology is behind several locked doors, but it&#039;s better than dying while your slimes smugly watch you bleed out. &lt;br /&gt;
&lt;br /&gt;
* Xenobiology includes a basic NanoMed vendor by the operating area which may help you treat minor injuries, or stay alive longer after major ones.&lt;br /&gt;
&lt;br /&gt;
== So You&#039;re a Traitor ==&lt;br /&gt;
Sadly, what you can get here that can&#039;t be gotten easier elsewhere is an EMP and random hostile animals, including a few very deadly ones. Releasing the slimes is somewhat viable, but you will likely get caught doing so and baby slimes are rather tame (unless you have red slime essence to make them rabid).&lt;br /&gt;
&lt;br /&gt;
You do have access to some of the science wing, including xenobotany, and can probably talk your way into other parts. You also have disposal chute that goes directly to space--pretty handy for disposing of evidence, and also for throwing in anyone who has been stuck with a parapen. Xenobiology is also pretty isolated, and you may be able to get away with, say, abducting assistants as test subjects. As a traitor, your xenobiologist makes a great mad scientist.&lt;br /&gt;
&lt;br /&gt;
Your slime cores give you access to fire, explosions, EMPs, phoron to bribe people with, and slime jelly to kill people with, as well as some unusual effects like the silver slime&#039;s random food generation. If the chef is also a traitor, or if you can frame the chef, you may be able to do some damage by sneaking slime jelly into the crew&#039;s food supply.&lt;br /&gt;
&lt;br /&gt;
If all else fails, your traitor xenobiologist may decide they&#039;re tired of being human and decide to become a [[Skrell#Slimes|slime]] instead... and if people get eaten along the way, well, they shouldn&#039;t have looked so delicious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Guides|Xenobiology, Guide to]]&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=24213</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=24213"/>
		<updated>2022-04-08T13:02:51Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #BBC6F1&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Medical Intern&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]], [[Pharmacist#Virology|Virology]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = 18 years old and enrolled in any medical institute, preferably 25 or older if in residency&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]] &lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]], probably the rest of medical too&lt;br /&gt;
|duties = Assist Medical, be babysat by the people who know what they&#039;re doing&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
Welcome to the medbay, greenhorn! If you&#039;re in this position then that must mean that you have &#039;&#039;&#039;absolutely no idea&#039;&#039;&#039; what you&#039;re doing! Or maybe you do have a semblance of an idea of what you&#039;re supposed to do, but aren&#039;t comfortable enough to play a fully-fledged [[Physician|doctor]] yet. Regardless, the intern role is widely (and rightfully) regarded to be the learner role, so if you do actually know what you&#039;re doing then graduating from this role to what you&#039;d like to play to allow other people to join as the learning role would be the kind thing to do.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that the intern role is not designed to graduate to the [[Physician]] role specifically; you can shift to attending physician work if you want to, but interning is vague enough to let you intern for whatever you want in medical, really: surgery, emergency medical response, pharmacology... whatever role you want to get into, the intern role will be sure to get you started! Just don&#039;t expect to be able to do the job much without supervision. So what can you do? Well, pretty much anything as long as its within the scope of what you&#039;re trying to learn; obviously you wouldn&#039;t know a thing about how to operate the chemistry equipment if you&#039;re interning to be a [[Emergency Medical Technician|First Responder]], and you probably shouldn&#039;t concern yourself with that anyway unless you&#039;re interning to be a chemist. For obvious reasons, interning for one position and learning everything about it, only to 180 and decide to intern for another position in order to obtain medical omniscience would be pretty frikkin&#039; weird. Don&#039;t do that. Below is a list of things you can do (assuming you were taught) depending on what you&#039;re interning for:&lt;br /&gt;
*&#039;&#039;&#039;Interning to become a [[Physician]]:&#039;&#039;&#039; Triage, using syringes/hyposprays, operating IV drips, first aid, medical diagnostics (health analyzer and body scanner use), sleeper and cryotube operation, etc.&lt;br /&gt;
*&#039;&#039;&#039;Interning to become a [[Surgeon]]:&#039;&#039;&#039; No, you don&#039;t have to be a [[Physician]] before transitioning to this role... if you aren&#039;t some 18 year old at least. You can do pretty much everything a Physician can, and you can do [[Surgery|surgery]].&lt;br /&gt;
*&#039;&#039;&#039;Interning to become a [[Pharmacist]]:&#039;&#039;&#039; Chemistry dispenser and ChemMaster operation, first aid (if you&#039;re certified).&lt;br /&gt;
*&#039;&#039;&#039;Interning to become an [[Emergency Medical Technician|First Responder]]:&#039;&#039;&#039; Triage, using hyposprays, first aid, health analyzer use, sleeper operation.&lt;br /&gt;
If anyone asks, interning to become an attending physician/surgeon is usually considered &amp;quot;residency&amp;quot;. In other words, if you&#039;re working on becoming a cool medical doctor dude, then it&#039;s safe to say that you&#039;re a medical resident.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=24212</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=24212"/>
		<updated>2022-04-08T13:01:05Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #BBC6F1&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Medical Intern&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]], [[Pharmacist#Virology|Virology]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = 18 years old and enrolled in any medical institute, preferably 25 or older if in residency&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]] &lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]], probably the rest of medical too&lt;br /&gt;
|duties = Assist Medical, be babysat by the people who know what they&#039;re doing&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
Welcome to the medbay, greenhorn! If you&#039;re in this position then that must mean that you have &#039;&#039;&#039;absolutely no idea&#039;&#039;&#039; what you&#039;re doing! Or maybe you do have a semblance of an idea of what you&#039;re supposed to do, but aren&#039;t comfortable enough to play a fully-fledged [[Physician|doctor]] yet. Regardless, the intern role is widely (and rightfully) regarded to be the learner role, so if you do actually know what you&#039;re doing then graduating from this role to what you&#039;d like to play to allow other people to join as the learning role would be the kind thing to do.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that the intern role is not designed to graduate to the [[Physician]] role specifically; you can shift to attending physician work if you want to, but interning is vague enough to let you intern for whatever you want in medical, really: surgery, emergency medical response, pharmacology... whatever role you want to get into, the intern role will be sure to get you started! Just don&#039;t expect to be able to do the job much without supervision. So what can you do? Well, pretty much anything as long as its within the scope of what you&#039;re trying to learn; obviously you wouldn&#039;t know a thing about how to operate the chemistry equipment if you&#039;re interning to be a [[Emergency Medical Technician|First Responder]], and you probably shouldn&#039;t concern yourself with that anyway unless you&#039;re interning to be a chemist. For obvious reasons, interning for one position and learning everything about it, only to 180 and decide to intern for another position in order to obtain medical omniscience would be pretty frikkin&#039; weird. Don&#039;t do that. Below is a list of things you can do (assuming you were taught) depending on what you&#039;re interning for:&lt;br /&gt;
*&#039;&#039;&#039;Interning to become a [[Physician]]:&#039;&#039;&#039; Triage, using syringes/hyposprays, operating IV drips, first aid, medical diagnostics (health analyzer and body scanner use), sleeper and cryotube operation, etc.&lt;br /&gt;
*&#039;&#039;&#039;Interning to become a [[Surgeon]]:&#039;&#039;&#039; No, you don&#039;t have to be a [[Physician]] before transitioning to this role... if you aren&#039;t some 18 year old at least. You can do pretty much everything a Physician can, and you can do [[Surgery|surgery]].&lt;br /&gt;
*&#039;&#039;&#039;Interning to become a [[Pharmacist]]:&#039;&#039;&#039; Chemistry dispenser and ChemMaster operation, first aid (if you&#039;re certified).&lt;br /&gt;
*&#039;&#039;&#039;Interning to become an [[Emergency Medical Technician|First Responder]]:&#039;&#039;&#039; Triage, using hyposprays, first aid, health analyzer use, sleeper operation.&lt;br /&gt;
If anyone asks, interning to become an attending physician/surgeon is usually considered &amp;quot;residency&amp;quot;. In other words, if you&#039;re working on becoming a cool medical doctor dude, then it&#039;s safe to say that you&#039;re a medical resident.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=24211</id>
		<title>Pharmacist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=24211"/>
		<updated>2022-04-08T13:00:55Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #BBC6F1&lt;br /&gt;
|img = Chemist.png&lt;br /&gt;
|jobtitle = Pharmacist&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = 26 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]] &lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]] - [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Make medicine&lt;br /&gt;
|guides = [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Pharmacist&#039;&#039;&#039; your job is to mix chemicals for the others to use. Your work will be needed mostly by [[Medical Doctor]]s. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned). For more information visit: [https://forums.aurorastation.org/topic/7488-exias-chemistry-tips-and-tricks/| Exia&#039;s Chemistry Tips and Tricks]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You mix and deliver chemicals. That&#039;s it. Some of the time you can do whatever you feel like doing, but for most of the round you&#039;ll be making chemicals for the medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Mental Trauma and Policy ===&lt;br /&gt;
* All characters with a [[Physician|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
===Medical Skills ===&lt;br /&gt;
* Pharmacists do not have a [[Physician|Physician&#039;s]] training, though they may operate the [[Guide_to_Medicine#Sleeper|Sleepers]] and [[Guide_to_Medicine#Cryogenics|Cryogenic Tubes]] to a basic level.&lt;br /&gt;
* Pharmacists are unable to authorize medicinal treatments for patients. They are, however, able to issue chemicals (especially non-medical ones) per direct request, including medicinal chemicals with the approval of the [[Chief_Medical_Officer|CMO]]. They can check Crew records for pre-existing prescriptions and provide them despite this.&lt;br /&gt;
* They are not capable of acting as [[Physician|a Physician]], as such they can only assist [[Medical_Intern|Interns]] and [[Job_Guides#Medical|Trained Physicians]] in emergencies and not act in their place. Despite this, they can be trained in basic first aid.&lt;br /&gt;
* They may assist Medical personnel, but only if the department needs their help.&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
As a pharmacist you&#039;ll either be swamped with requests or have none at all. A good pharmacist revels in finding work for themselves regardless.&lt;br /&gt;
&lt;br /&gt;
=== Useful Chemicals ===&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|right|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;
* Your first priority: Medication for the doctors.&lt;br /&gt;
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.&lt;br /&gt;
** Inaprovaline to stabilize critical patients, Inaprovaline also prevents Internal Bleeding from spreading. Epinephrine is a much more potent stabilizer and you will want to create that,too.&lt;br /&gt;
** Alkysine for brain damage, imidazoline for eye damage, Deltamivir for viral infections, Thetamycin for wound infections, ethylredoxrazine for alcohol poisoning, and Tramadol for pain.&lt;br /&gt;
** Upgrade the Cryoxadone in the cryo tubes to clonexadone.&lt;br /&gt;
** Peridaxon is time-consuming to make, but will heal organ damage.&lt;br /&gt;
** Check medical records for prescriptions to fill.&lt;br /&gt;
* The bartender or chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Use your judgment. &lt;br /&gt;
* The janitor will want Space Cleaner refills.&lt;br /&gt;
* The gardener will want fertilizer (diethylamine or ammonia).&lt;br /&gt;
&lt;br /&gt;
=== Mixing ===&lt;br /&gt;
You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you&#039;ll now have a some of your end product.&lt;br /&gt;
&lt;br /&gt;
Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.&lt;br /&gt;
&lt;br /&gt;
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
As a Phamacist, you have access to grenade materials in the sublevel. You can fit two regular beakers in a grenade casing. This means potentially 120 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that&#039;s just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possibly job banned if you weren&#039;t an antagonist.&lt;br /&gt;
&lt;br /&gt;
==== Building Grenades 101 ====&lt;br /&gt;
#Use a screwdriver on an igniter to make it attachable.&lt;br /&gt;
#Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)&lt;br /&gt;
#Screwdriver the Igniter-timer assembly to make it attachable.&lt;br /&gt;
#Attach the assembly to the grenade case.&lt;br /&gt;
#Add your beakers of chemicals, then screwdriver the case again.&lt;br /&gt;
#Using it in your hand opens up a window, where you can set the control mechanism of the grenade.&lt;br /&gt;
Note that the case must be on the ground to do this correctly!&lt;br /&gt;
&lt;br /&gt;
=== Pills, Bottles, Injectors and Inhalers ===&lt;br /&gt;
As a pharmacist, it is important to understand how each chemical is best administered. For example, Dexalin Plus is much stronger when inhaled, compared to when it&#039;s injected. Which means that if you were to put Dexalin Plus in inhalers, you could use less of it for more patients. At the same time, however, the most common way of administering most treatments is injections, and you will be putting most of your chemicals into bottles. This way, the doctors treating the patients can best control the dosage. There are also some chemicals that only work when inhaled, some do not work when ingested but work if injected and inhaled, and so on. It&#039;s important to know these details in order to put the chemicals into the best form for future usage- for example: if you need an alternative to a stomach pump, you should make carbon pills; if you are making pneumalin, which only works when inhaled, then it&#039;s probably best to prepare those inhaler cartridges; adrenaline only works if injected, and it is the emergency tool for restarting hearts, so you probably should put that into autoinjectors; and so on.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Chemistry is one of the most dangerous jobs on the Medical staff, and it&#039;s easy to be a strong Traitor. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and within the server rules. A bunch of napalm grenades thrown around will not win you any points. &lt;br /&gt;
Like any job in Medical, Pharmacist lends itself to malpractice-style traitoring. &amp;quot;Accidentally&amp;quot; contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical pharmacist (mindbreaker toxin, anyone?). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Psychologist&amp;diff=24210</id>
		<title>Psychologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Psychologist&amp;diff=24210"/>
		<updated>2022-04-08T13:00:45Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #BBC6F1&lt;br /&gt;
|img = Psychologist.png&lt;br /&gt;
|jobtitle = Ship Psychologist&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], your office, Medbay Storage&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, PhD from accredited university in applicable field, 5+ years experience in related field preferred.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]] &lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Solve everybody&#039;s problems, &amp;lt;s&amp;gt;go insane yourself&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
As the &#039;&#039;&#039;Ship Psychologist&#039;&#039;&#039;, you are tasked with identifying (and solving) personal and mental issues within the ship&#039;s crew. This is a job that you may or [[Traitor|may not]] be able to accomplish successfully. If need be, you have the power to deem someone mentally unstable and, with the approval of the [[Chief Medical Officer]], strip them of any authority they [[Captain|might&#039;ve had.]] Ultimately, you are responsible for the mental health and well being of the crew.&lt;br /&gt;
&lt;br /&gt;
=How to Play A Psychiatrist=&lt;br /&gt;
From a mechanical perspective, you have almost nothing to work with. This job is very roleplay-oriented, and it can be very boring if not played correctly. More often than not, you will be spending your time listening to your patients and then talking to them. Most of the players who will approach you already have something in mind, and because there is no easy, straightforward way to treat psychological issues, it falls to you to make your patient&#039;s roleplay experience an enjoyable one.&lt;br /&gt;
&lt;br /&gt;
===Pharmaceuticals===&lt;br /&gt;
As the Ship &#039;&#039;psychiatrist&#039;&#039;, you can prescribe a number of anti-depressants, sedatives, painkillers, and other pharmaceutical drugs in order to help your patient in recovery from various disorders, trauma, and other such mental illnesses. Generally, you&#039;ll be prescribing medication for [[Guide to Medicine#Brain_Trauma|specific psychiatric traumas]] with the aid of the [[Chemist]]. A list of [[Guide to Chemistry#Psychiatric_Medication|different medications and what they treat can be found here]].&lt;br /&gt;
&lt;br /&gt;
===Hypnosis===&lt;br /&gt;
One of the few semi-mechanical implements you get, the mesmetron pocketwatch is a hypnosis aid, which can be utilized by a canny psychiatrist to help a patient open up, both to you and to themselves. In the interest of roleplay, creating a safe and private environment is a good idea, such as in your office. From the mechanical side of things, click the patient with the watch and wait until they fall asleep. Activate the watch in hand by clicking it and type in words of encouragement. From there it&#039;s up to the patient to decide if they&#039;re effective or not. It&#039;s important to remember that you can release the patient from the trance by activating the watch in hand again, though the patient can wake up on their own if you neglect to do this.&lt;br /&gt;
&lt;br /&gt;
=== Mental Trauma and Policy ===&lt;br /&gt;
* All characters with a [[Medical_Doctor|Medical Doctorate]] degree are capable of diagnosing mental disorders, as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma, though this has no mechanical effect.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only ones capable and trained in advanced treatment and they should be the first to treat mental trauma when available.&lt;br /&gt;
&lt;br /&gt;
===Cognitive Behavioral Therapy===&lt;br /&gt;
Cognitive Behavioral Therapy centers around identifying a problem and setting up a plan to fix it step by step. It focuses on developing coping strategies that can help with the current problems with cognitions, behavior, and emotional regulation. For roleplay purposes, BCBT, or Brief Cognitive Behavioral Therapy, can be used following a step by step plan. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orientation&#039;&#039;&#039;&lt;br /&gt;
* Have the patient declare a commitment to their treatment.&lt;br /&gt;
* Plan for crisis response and safety.&lt;br /&gt;
* Restrict the patient&#039;s access to problematic objects, such as substances in case of addiction.&lt;br /&gt;
* Put together a little survival kit of items that can help your patient through episodes.&lt;br /&gt;
* Establish a reminder, like a card or a piece of paper with their motivation or reason to live on it.&lt;br /&gt;
* Set up a treatment journal.&lt;br /&gt;
* Make note of any lessons the patient has learned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Focus&#039;&#039;&#039;&lt;br /&gt;
* Make a worksheet about how the patient is going to develop their skill to cope with their problem.&lt;br /&gt;
* Give the patient reminders of how they are going to solve their problems. Like a sheet of paper or cards with suggestions printed on them.&lt;br /&gt;
* Demonstrate how they&#039;d use them.&lt;br /&gt;
* Practice their usage with the patient.&lt;br /&gt;
* Refine their skill at solving their own problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preventing Relapses&#039;&#039;&#039;&lt;br /&gt;
* Have your patient apply the solution frequently to themselves once they are good enough at it to do it on their own.&lt;br /&gt;
* Have your patient find ways in which the solutions you&#039;ve reached would work even better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatable Afflictions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lesser forms of depression and anxiety, PTSD, tics, substance abuse, eating disorders, borderline personality disorder, OCD, major depressive disorder, and psychosis. It may also help with conduct disorders.&lt;br /&gt;
&lt;br /&gt;
===Psychosis &amp;amp; Violent Patients===&lt;br /&gt;
So let&#039;s face it... not every patient you treat is going to be coming into your office ready to talk politely about their problems. Sometimes, you&#039;re going to be dealing with people who simply aren&#039;t thinking straight, or who are even outright violent.&lt;br /&gt;
&lt;br /&gt;
Hallucinations can be caused by drugs, poisons, and radiation. You&#039;ll see them on a large scale if the supermatter goes critical, and on a small scale if the [[botanist]] or [[chemist]] has been producing recreational substances. Additionally, some medication withdrawals can cause hallucinations, meaning you should keep an eye on those with prescriptions. People who are hallucinating will see things, hear things, and sometimes believe things that aren&#039;t actually there.&lt;br /&gt;
&lt;br /&gt;
You will also deal with severe mental illness and trauma, including everything from the effects of having found out that one has nearly died to the garden-variety schizophrenia, depression, and anxiety every psychologist encounters. Most of the time, people who are mentally ill are not violent. Some people who are hallucinating due to drugs or radiation--especially if they&#039;ve experienced it before--will know that they&#039;re hallucinating and try to stay safe. But it&#039;s entirely possible that a patient with psychosis will throw a punch at you, believing you are trying to harm them. Your main goal when dealing with a hallucinating patient is to keep them safe until the hallucinations wear off, or the doctors can treat them for whatever is causing the hallucinations.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will deal with a patient who is homicidal or suicidal. Depending on how bad it is and how clearly they are thinking, you may be able to simply talk them down, which is the preferred option, or you may have to restrain them in some way. If the worst happens and your patient commits suicide, remember to arrange for their post-mortem instructions to follow.&lt;br /&gt;
&lt;br /&gt;
In order of increasing urgency, treatments for psychiatric emergency can include:&lt;br /&gt;
* Antidepressants. These work slowly and are of the most help to people who are already somewhat rational. If a person is just barely in control, this can help.&lt;br /&gt;
* Soporific pill or injection. A sedative will make your patient sleepy and help them calm down.&lt;br /&gt;
* Straight jacket. This keeps your patient from hurting themselves, but it is uncomfortable and can even be traumatic. Only use it if your patient is in immediate danger.&lt;br /&gt;
* Muzzle. This keeps your patient from speaking or biting--only really useful if they are desperate enough to try to chew their own hands off. Like the straitjacket, a last resort.&lt;br /&gt;
* Chloral hydrate. This is a very strong sedative that causes overdose starting at only 15 units, but its strength means it can be put into an autoinjector and be effective at stopping anyone without armor on (ask the chemist to make you one). Once the chloral hydrate has taken effect, the patient can be more easily restrained, and its effects can be reversed with Dylovene.&lt;br /&gt;
&lt;br /&gt;
====Working with Security====&lt;br /&gt;
* Some of your patients will be criminals who happen to also have a mental illness. Others will be people who have come to Security&#039;s attention because of their erratic behavior. Either way, you may need to coordinate with Security to get these people treated.&lt;br /&gt;
* Remember that the people you see as patients, Security may very well see as criminals. Advise Security as to the nature of the crisis and stress that your patient is hallucinating, depressed, confused, etc. Explain to them any particular triggers your patient may have.&lt;br /&gt;
* Ensure that any physical injuries your patient has are taken care of first.&lt;br /&gt;
* If Security has been unnecessarily rough with your patient, do not hesitate to make complaints. In many cases, you will be the only one speaking out on behalf of your patient&#039;s welfare.&lt;br /&gt;
* Handcuffs are an effective way of restraining a patient while you speak to them, but just like a straitjacket, they are uncomfortable and can cause a patient to panic. If they&#039;re necessary for your safety, use them, but don&#039;t just slap them on your patients willy-nilly.&lt;br /&gt;
* Don&#039;t be afraid to ask for a guard on a particularly violent patient. Letting your patient beat you up is not approved clinical practice.&lt;br /&gt;
&lt;br /&gt;
You may also encounter insanity in the form of a [[cult]]. As a psychologist, you don&#039;t know anything about the cult itself, but you will probably come to realize that they are suffering from mental impairment unlike any you&#039;ve seen before--personalities altered, motives changed, and morals turned upside down to the point that a pacifist may become a killer and a usually joyful person may become a near-suicidal nihilist. How you respond to this strange new type of psychosis is up to you--remember who your character is. But your duty as a psychologist remains the same: Criminal or not, violent or not, you treat mental illness and aid those who suffer from it. Until you see obvious evidence of the supernatural (and perhaps not even then), a cult member may seem like just another patient to you. Of course, since cults are often violent, you will likely be working with Security and using restraints. Remember to stay safe, because if you&#039;re dead, you can&#039;t do your job.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=24209</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=24209"/>
		<updated>2022-04-08T13:00:35Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #BBC6F1&lt;br /&gt;
|img = Paramedic.png&lt;br /&gt;
|jobtitle = Emergency Medical Technician&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, EVA, Maintenance, External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = Must be least 22 years of age with an EMT certification.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]] &lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Recover and safely deliver injured crew to Medbay, work against the clock.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;First Responder&#039;&#039;&#039; plays an extremely important role on board the ship. Primarily tasked with reaching injured crew members far from medbay, every second counts and every action or inaction means the difference between life and death. First Responders are trained in the medical field, but are not doctors thus they cannot perform surgeries or advanced diagnoses. They&#039;re trained in detecting and fixing, most of the time partially, symptoms found on the field, and in the art of triage.&lt;br /&gt;
&lt;br /&gt;
=Getting Set Up=&lt;br /&gt;
A large part of the emergency response life is having all bases covered and prepared before an actual call because once you get it, there is little to no time to fetch any missing medicine. A good med tech must be able to stabilize a patient on the field, and reduce any damage to his body, whatever the type. A good First Responder must also be able to reach all corners of the ship as soon as possible, regardless of its condition. This is why it is advised that the following (most of which is typically found in NanoMed vendors) is always on hand:&lt;br /&gt;
&lt;br /&gt;
*[[File:MedGlasses.png]] A &#039;&#039;&#039;Medical HUD&#039;&#039;&#039; to check records and patient physical condition on the go.&lt;br /&gt;
*[[File:LGloves.png]] A pair of &#039;&#039;&#039;Latex Gloves&#039;&#039;&#039; to prevent spreading infection. Nitrile works too.&lt;br /&gt;
*[[File:Sterilemask.png]] A &#039;&#039;&#039;Sterile Mask&#039;&#039;&#039; to avoid catching something.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Guide_to_Medicine#Health_Analyzer|health analyzer]]&lt;br /&gt;
*[[File:Traumakit.png]] &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039; to treat brute damage and open wounds.&lt;br /&gt;
*[[File:Burnkit.png]]  &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039; to treat burns and prevent infections. &lt;br /&gt;
*[[File:Rescuesuit.png]] A [[Guide_to_EVA#Hardsuits|Rescue Hardsuit]]. This is your primary means of [[Guide to EVA|EVA]] travel. It comes equipped with many modules, of which can be the difference between life and death for you or your patients.&lt;br /&gt;
*[[File:Medical_Hardsuit.png]] A &#039;&#039;&#039;Medical Voidsuit&#039;&#039;&#039;, since there are two EMT slots and only one rescue hardsuit, have one of these at the ready in case you are working alongside a buddy, or for whatever reason your Hardsuit is unavailable. It is wise to store your Voidsuit in medical, to save the trip to EVA; or incase the trip is impossible.&lt;br /&gt;
*[[File:Splint.png]] A &#039;&#039;&#039;Splint&#039;&#039;&#039; to secure fractures before moving a patient.&lt;br /&gt;
*[[File:Syringes.png]] &#039;&#039;&#039;Inaprovaline bottles&#039;&#039;&#039; to prevent further deterioration of a critical patient. Inaprovaline does many amazing things, including slowing down all bleeding.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dylovene&#039;&#039;&#039; bottles or pills, to treat the liver if it&#039;s been damaged by toxins.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dermaline&#039;&#039;&#039; bottles or pills, to treat burn damage. &lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dexalin&#039;&#039;&#039; inhalers, to treat hypoxia.&lt;br /&gt;
*[[File:Rollerbed.png]] A &#039;&#039;&#039;Roller bed&#039;&#039;&#039; to quickly transport patients unable to walk.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;body bag&#039;&#039;&#039; to transport dead patients to the medbay.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;stasis bag&#039;&#039;&#039; to transport critical patients, or ones bleeding arterially, to the medbay.&lt;br /&gt;
*[[Guide to Chemistry#Mortaphenyl|An effective painkiller]] like Mortaphenyl. Patients in extreme pain are likely to faint, or even cause pain shock, leading to their heart stopping. Both situations result in the patient being unable to communicate with you, which is detrimental to the diagnostic process. You have mortaphenyl pills in your locker.&lt;br /&gt;
*[[Guide to Chemistry#Coagzolug|Coagzolug]] is an important chemical for slowing down bleeding. You have Coagzolug autoinjectors in the lockers of your Quarters. Always carry one on your person!&lt;br /&gt;
&lt;br /&gt;
=Responding to an Emergency=&lt;br /&gt;
Now that you&#039;re all prepped and ready, it&#039;s only a waiting game until your first emergency arises. Whether by monitoring suit sensors or a radio call, you&#039;ll hopefully have a name and a place, and maybe even a glance at what the issue is. Rush to the place as soon as you can, making sure you&#039;re equipped with your voidsuit or hardsuit if the area is atmospherically tumultuous. Once on scene you will need to stabilize your patient before moving him/her to medbay, depending on the state he is in.&lt;br /&gt;
&lt;br /&gt;
==Non-Critical Patient==&lt;br /&gt;
If the call you&#039;ve responded to is non-critical (the patient is fully conscious, not bleeding internally, not vomiting, brain activity 100%, etc.) then all you need to do is diagnose the specific problem and administer the necessary medicine on the field. It is advised, however, to bring the patient back to the medbay for a more thorough check. Nonetheless, you will find yourself performing several of the steps found in the next section but with much less urgency, which means less medicine used on the patient which can be treated in the medbay.&lt;br /&gt;
&lt;br /&gt;
==Critical Patients==&lt;br /&gt;
Dealing with critical patients is a bit more tricky. More likely than not you&#039;ll find critical patients (brain activity below 100%) are unconscious, or otherwise unable to communicate. This will make finding the exact cause of the problem a bit harder in the field, which would require you transport the patient to the medical bay post-haste. But before that, a series of steps are required to make sure your patient doesn&#039;t die on the way. The steps are listed in order of importance.&lt;br /&gt;
*Administer Inaprovaline to the critical patient, to make sure his situation doesn&#039;t worsen.&lt;br /&gt;
*If the patient is bleeding, apply the trauma kit to the affected area as soon as possible to stop the bleeding.&lt;br /&gt;
*If the patient is bleeding internally, use your Coagzolug autoinjector.&lt;br /&gt;
*If the patient is suffocating due to bad atmosphere, inject Dexalin and setup their internals if the trip back involves a lot of depressurized areas.&lt;br /&gt;
*Treat any remaining burn, brute or toxin damage with the application of advanced kits or pills, to further improve the state of the patient.&lt;br /&gt;
*Administer Mortaphenyl if the patient is suffering from pain-causing symptoms, like fractures, burns or brute damage. Patients in shock are less communicative, which will hamper your efforts.&lt;br /&gt;
*Finally, unless your patient&#039;s condition would make running to medbay right this instant a life or death endeavor, splint any fractures before strapping your patient to the roller bed and rolling away.&lt;br /&gt;
While transporting the patient, make sure to ask him/her how he&#039;s feeling. Don&#039;t let the effort went into stabilizing the patient go to waste, throwing away the advantage of having a perfectly responsive patient.&lt;br /&gt;
&lt;br /&gt;
On arrival, make sure you brief any doctor that will handle your patient on what you did, and whatever his symptoms were. Remember that ICly, doctors shouldn&#039;t give out treatment lightly, and failing to inform the doctor taking over of past steps might have him repeat the treatment, which might lead to an overdose.&lt;br /&gt;
&lt;br /&gt;
==What to Do When Out of Emergencies==&lt;br /&gt;
EMTs, being non-doctors trained in the medical field, can assume other roles around the medbay to make MD&#039;s lives easier and improve overall efficiency of the medical bay.&lt;br /&gt;
*Help move patients from one branch of the medbay to another.&lt;br /&gt;
*Monitor the reception area, monitor suit sensors.&lt;br /&gt;
*Handle [[Guide_to_Medicine#Triage|triage]], stabilizing patients who were left waiting.&lt;br /&gt;
*Check up on patients who were given a bed.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
As an EMT, you get all the perks Medical Doctors get when traitoring, from deliberate malpractice to using your medicines of good for plots of evil. But one added perk is that, as an EMT, you&#039;re usually the only medically trained person to first reach a dying patient outside the medbay walls. That can be used to your advantage: frantically dragging off a bleeding body is part of your job, and in no way suspicious.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
*Remember that EMTs are not MDs. Keep that in mind, and use it to give an interesting edge to your character. Think like an EMT would, not a doctor. Asking questions a doctor would consider &#039;silly&#039; is perfectly fine for you.&lt;br /&gt;
*EMTs are trained on urgency, speed and that every second counts, unlike the MDs who had to spend over a decade studying to start practicing. That contract between your coworkers and you can be used to enhance RP.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=24208</id>
		<title>Physician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=24208"/>
		<updated>2022-04-08T12:58:59Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #BBC6F1&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Physician&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, applicable MD from an accredited school and a completed 2 year of residency.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]] &lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Keep the crew healthy, save lives.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Physician&#039;&#039;&#039; as a role is an extremely important one. If you know what you&#039;re doing, as a Physician you &#039;&#039;will&#039;&#039; save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Physicians are the only ones with the tools and the in-character experience to save them, Physicians tend to make a lot of friends.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You start with an advanced first-aid kit and a health analyzer. Your main work will be in the &#039;&#039;&#039;Medbay&#039;&#039;&#039;, where there are spares, vending machines with more supplies, and more specialized kits. You have some standard medication in the Medical Supplies room, though you should ask &#039;&#039;&#039;Chemistry&#039;&#039;&#039; for some more specialized ones.&lt;br /&gt;
&lt;br /&gt;
=== General Procedure ===&lt;br /&gt;
&lt;br /&gt;
==== Stay In Your Lane! ====&lt;br /&gt;
&lt;br /&gt;
As a regular physician, you do general treatments and give scheduled exams to the crew. Remember that you should NOT be performing the jobs of the specialized alt-titles. You are qualified to fill in for these roles if they are empty, but it is detrimental to medical&#039;s flow if you walk all over your co-workers trying to do everything else. If you have a paramedic, try to rely on them to bring in the wounded. If you have an Emergency Medical Physician, rely on them to stabilize the patient before they hand them off to you to follow up with treatment. If you have a surgeon, &#039;&#039;&#039;DON&#039;T&#039;&#039;&#039; do surgery.&lt;br /&gt;
&lt;br /&gt;
==== Handling Patients ====&lt;br /&gt;
&lt;br /&gt;
You can diagnose injuries with the help of a [[Guide_to_Medicine#Health_Analyzer|health analyzer]], which you helpfully spawn with. Your PDA can also do a limited health readout.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;NEED&#039;&#039;&#039; to work with the rest of your team in medical to keep things running smoothly.&lt;br /&gt;
&lt;br /&gt;
In terms of your equipment, the general rule is that chemical treatment works at all health levels, whereas physical treatments have limits where they become ineffective. Rolls of gauze and ointment are for minor injuries, and so only work if the brute or burn damage totals less than 50 HP. Advanced Trauma and Burn kits are more effective, and so work all the way to 0 HP. Beyond that, more advanced treatment is needed.&lt;br /&gt;
&lt;br /&gt;
Health runs from 100% to -100%, and it&#039;s your job to make sure it doesn&#039;t hit the bottom end. Below are the main types of damages and treatments. See the [[Guide to Medicine]] for a more detailed overview.&lt;br /&gt;
&lt;br /&gt;
== The Four Basic Damage Types ==&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
Whether it&#039;s from fists, bullets, or a kitchen knife, it&#039;s classified as Brute Damage. Brute Damage is inevitably the most common form of damage and is easily treated.&lt;br /&gt;
&lt;br /&gt;
There are two types of brute damage, bruises and wounds. Bruises are caused by blunt objects. They add to a person&#039;s brute damage, but unless particularly severe, they do not cause bleeding.&lt;br /&gt;
&lt;br /&gt;
Wounds and cuts are caused by sharp objects, and cause bleeding, which can only be stopped with medical treatment.&lt;br /&gt;
&lt;br /&gt;
If the patient is not in life-threatening danger, simply have them tell you where they were hit, use the body scanner in Medbay, or get them to strip off their jumpsuit and examine so you can see where. Apply gauze (for minor damage) or advanced trauma kits (for major damage) to affected areas and send them on their way.&lt;br /&gt;
&lt;br /&gt;
Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply gauze or advanced trauma kits in those areas, inject with Tricordrazine or, in cases of a helpful [[Chemist]] and extreme damage, Bicaridine.&lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
The second type of damage is Burn Damage. This is caused by fires and blisteringly high or low temperatures, such as fire or space. &lt;br /&gt;
&lt;br /&gt;
Burns work similar to wounds. Apply ointment or advanced burn kits to the affected area to heal it, or give them a kelotane pill. Chemicals take a few seconds to work, so don&#039;t waste supplies. For severe burns, give them Dermaline (a Chemist will be needed).&lt;br /&gt;
&lt;br /&gt;
Burn Damage appears as grey streaks on a person&#039;s body, or you can use the various scanners to tell the location, so apply ointment in those areas (usually the chest area).&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
Toxin Damage is the third kind of damage and is relatively uncommon.&lt;br /&gt;
&lt;br /&gt;
Be it from the aptly named toxin bottle, medicine overdoses, soporific, or radiation, Toxin Damage has no visible form, so can only be recognized via analyzing. &lt;br /&gt;
&lt;br /&gt;
Inject with Dylovene, or give them Dylovene pills. This also shortens the time needed to wake someone up from Soporific or Chloral Hydrate.&lt;br /&gt;
&lt;br /&gt;
=== Suffocation Damage ===&lt;br /&gt;
The last main kind of damage often occurs when a patient is in critical health (-50% Health), and is usually accompanied by another type of damage. &lt;br /&gt;
&lt;br /&gt;
Suffocation can be cured using Dexalin, Dexalin Plus, or plain fresh air (if the patient is not critical). If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally. CPR also recovers suffocation damage slowly if the patient is in critical (click on them with an empty hand with the help intent).&lt;br /&gt;
&lt;br /&gt;
Inaprovaline halts Suffocation damage, but only when in Critical.&lt;br /&gt;
&lt;br /&gt;
== Uncommon Conditions ==&lt;br /&gt;
Other more unique damages and treatments can be found on the [[Guide to Medicine]].&lt;br /&gt;
&lt;br /&gt;
Genetic diseases can be cured by Ryetalyn.&lt;br /&gt;
&lt;br /&gt;
Give your infected patients [[Guide_to_Chemistry#Anti_Microbials|antimicrobials]] to slow the spread and keep them isolated. Wearing gloves and a sterile mask helps to stop anyone else from getting infected.&lt;br /&gt;
&lt;br /&gt;
=== Blood Loss ===&lt;br /&gt;
&#039;&#039;See Also: [[Guide_to_Medicine#Low_Blood_Count|A More Detailed Guide on Blood Loss]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Living things have blood. Blood is quite important for them to keep living. Cuts and loss of limbs will cause various amounts of bleeding, which require rolls of gauze or advanced trauma kits to stop.&lt;br /&gt;
&lt;br /&gt;
Blood levels can be found on the health analyzer readout with warnings when levels get too low. Loss of blood can cause fainting or paleness of skin. Blood can either be injected from a donor, or a donor pack can be placed in an IV Drip and connected to the patient.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;re unsure what blood type to use or the blood type of a patient, O- can be given to anyone.  There is a limited supply, so only use it if absolutely necessary. For a more detailed compatibility list, read below.&lt;br /&gt;
&lt;br /&gt;
==== Compatible Blood Types ====&lt;br /&gt;
&lt;br /&gt;
When choosing a blood pack, find the patient&#039;s [[Guide_to_Character_Records|medical records]] either on the Patient Records computer in the lobby, or the &amp;quot;Patient Records&amp;quot; function on your PDA.  As a quick reminder, A, B and + are types of markers on blood, O, and - indicate a lack of said markers.  Don&#039;t give someone markers they don&#039;t already have or they&#039;ll die.  If that doesn&#039;t make sense to you, read the next section for a chart on compatible blood types.&lt;br /&gt;
&lt;br /&gt;
If there is no O-negative blood available, and no precise blood type match as an alternative, look for a replacement by these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;A and B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Blood Compatibility Chart&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Receiver&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Donor&lt;br /&gt;
|-&lt;br /&gt;
!O-&lt;br /&gt;
!O+&lt;br /&gt;
!B-&lt;br /&gt;
!B+&lt;br /&gt;
!A-&lt;br /&gt;
!A+&lt;br /&gt;
!AB-&lt;br /&gt;
!AB+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AB+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AB-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;B+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;B-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;O+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;O-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shock and Critical Condition ===&lt;br /&gt;
There is three types of medical states. The first is &#039;shock&#039;, which is the least dangerous of the three. If someone takes enough damage from each damage type, they may go into shock. This causes stammering and slow movement, and eventually collapsing and loss of consciousness. This can be cured by dealing with all the other types of damage, or temporarily by using tramadol.&lt;br /&gt;
&lt;br /&gt;
The second is known as &#039;soft critical&#039;. When someone is below 0% health (having taken more than 100 points of damage), they will suffer shock until they are above 0% health.&lt;br /&gt;
&lt;br /&gt;
The third is known as &#039;critical&#039; and occurs at -50% health (more than 150 points of damage). At this point, the patient will go unconscious, stop breathing, and take suffocation damage. This can be stopped with Inaprovaline or CPR. Chemical or Cryo treatment is usually necessary at this stage.&lt;br /&gt;
&lt;br /&gt;
=== Mental Trauma and Policy ===&lt;br /&gt;
* All characters with a [[Physician|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
&lt;br /&gt;
== Surgery ==&lt;br /&gt;
Surgery should typically not be performed by Physicians unless no Surgeon or relevantly qualified CMO is available. Please see the [[Surgeon]] role here. There are exceptions to this, however, such as cases with critical patients that require immediate care, and a Surgeon will not arrive in time. You should stay in your scope of practice, however.&lt;br /&gt;
&lt;br /&gt;
A guide to surgery, and a guideline for the procedures that Physicians are qualified for, is [[Surgery|here]].&lt;br /&gt;
&lt;br /&gt;
==Modern Miracles==&lt;br /&gt;
=== Cryogenics ===&lt;br /&gt;
Setting up Cryogenics is easy and simple.&lt;br /&gt;
&lt;br /&gt;
Firstly, ensure the O2 canisters are connected to the ports. There&#039;s a wrench nearby to do this. Secondly, fill the tubes with Cryoxadone - beakers should be on the table. Then set the freezer to the minimum to start cooling the chamber down.&lt;br /&gt;
&lt;br /&gt;
In order to use it for a patient, take off any temperature suits that have (RIG, Spacesuits, void suits, fire suits, etc.), grab them, and put them in the cryo tube. Then turn it on and wait. You can monitor the patient&#039;s vitals from outside. It&#039;s a smart idea to strip them down to their jumpsuit since this will allow cryo to cool them faster. Remember to eject them when they&#039;re better.&lt;br /&gt;
&lt;br /&gt;
=== Medibots ===&lt;br /&gt;
Medibots no longer magically synthesize Tricordrazine, so you have to fill them for them to do any good.&lt;br /&gt;
&lt;br /&gt;
Using your ID, you can alter their settings and fill them with a beaker of your choice.&lt;br /&gt;
&lt;br /&gt;
As a traitor you can fill him with a beaker of Polytrinic Acid, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
There are so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be &amp;quot;doctored&amp;quot; by you and other people. You can then take them someplace private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying &amp;quot;This man has been cyborged&amp;quot; and no one will bat an eye at why they are naked, and why they are there. Usually.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
* You most likely have a decent knowledge of people and medicines. Use it to help people.&lt;br /&gt;
* Feel free to play a nice guy, or the next House. Just make sure people get healed, it&#039;s what you&#039;re there for after all.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgeon&amp;diff=24207</id>
		<title>Surgeon</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgeon&amp;diff=24207"/>
		<updated>2022-04-08T12:56:55Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #BBC6F1&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Surgeon&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]], [[Pharmacist#Virology|Virology]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, applicable MD from accredited school and a completed 2 years of Residency at accredited hospital or clinic.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]] &lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Perform surgery.&lt;br /&gt;
|guides = [[Surgery|Guide to Surgery]], [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Surgeon&#039;&#039;&#039; role is a more specialized version of the [[Physician]]. It is a difficult and extremely important role as, outside of a [[Chief Medical Officer]] with the correct training, you are the person who handles the advanced surgical procedures on organic crew members.&lt;br /&gt;
&lt;br /&gt;
You have received more training and experience in surgery, and so Physicians should typically defer surgical cases to if you are present (except for emergencies, for cases that fall under the purview of the [[Roboticist]], or cases where you can otherwise not reach a patient in time). But at the same time, you should NOT be running around the GTR and ICU, or running out to grab wounded crew with the First Responders. You should also leave autopsies and the like to [[Investigator#Performing_Autopsies|Investigators]] if they are present - that&#039;s definitely a part of their job, and not necessarily one of &#039;&#039;your&#039;&#039; tasks.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
You will start with an advanced first aid kit and surgical cap with scrubs. This outfit will denote you specifically as a Surgeon and not a Physician. Your home will be &#039;&#039;&#039;Medical&#039;&#039;&#039; and the &#039;&#039;&#039;Operating Rooms&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As a Surgeon your main job is to perform surgery but if there is a shortage of medical staff you can and probably will be expected to help with general patient care, but never do this unless asked, or the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
A guide to Surgery, and a guideline that explains which operations Surgeons are qualified for, can be found [https://wiki.aurorastation.org/index.php?title=Surgery on this page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Atmospheric_Technician&amp;diff=24205</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Atmospheric_Technician&amp;diff=24205"/>
		<updated>2022-04-08T12:54:26Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E8891D&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #E8C61D&lt;br /&gt;
|img = Generic_atmos.png&lt;br /&gt;
|jobtitle = Atmospheric Technician&lt;br /&gt;
|access = Atmospherics, Maintenance&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.&lt;br /&gt;
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Ensure the air is breathable on the ship, fight fires, repair pipes, help out the [[Station Engineer|Engineers]].&lt;br /&gt;
|guides = [[Guide to Construction]], [[Guide to Atmospherics]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Atmospheric Technician&#039;&#039;&#039;, what you do is rather simple. Firstly, your ship&#039;s atmospherics system starts up and running, but there is always room for improvement. Secondly, if there is any sort of environmental disaster, head off and fix it! Most of the crew requires air to survive and a good atmospheric tech can change the flow of an entire round. You have your tools, your [[Guide_to_Communication_Devices#Headset|engineering headset]], portable and mobile pipe dispensers, several space heaters, and atmospheric survival equipment. When things get quiet, sit back and start your own little projects, usually consisting of plotting ways to flood the ship with a variety of toxic gases or finding the exact amount of high powered pumps to crash that power supply and yell at the inferior engineers.&lt;br /&gt;
&lt;br /&gt;
== Atmospherics ==&lt;br /&gt;
&lt;br /&gt;
This is your home. This is your motherland. Atmosia loves you, and you love Atmosia. Treat her right, and she&#039;ll never leave you hanging or gasping.&lt;br /&gt;
&lt;br /&gt;
Atmosia is a beautiful land of pipes and various bits of atmospheric regulation equipment. Here, you&#039;ll find the pipes that distribute gas to the rest of the ship, the means to control that gas, the supplies to keep that gas moving, breathable, and on the ship rather than out in the vacuum of space, and the computers that will let you monitor the atmosphere on the whole ship or remotely control them. Ever wondered why cargo loves wearing the Ushanka? Probably has to do with an atmos tech making their workplace a freezer with a button on their console.&lt;br /&gt;
&lt;br /&gt;
At first glance, the tangled mess of pipes that is Atmosia proper can seem intimidating. Don&#039;t let that frighten you. Atmosia is not nearly as confusing as she seems - and she is well worth the effort.&lt;br /&gt;
If you are in need of a little training jump in as engineering apprentice and have someone explain the basics to you once or twice, before starting to yell at them for constantly stealing your pipe dispenser.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
&lt;br /&gt;
Your job is air. You keep the ship breathing. Without you, this place would suffocate while sucking on a hard vacuum. Or freeze to death. Or die of depressurization. Or catch on fire. Or poison itself with phoron. You get the picture.&lt;br /&gt;
&lt;br /&gt;
In more specific terms, though, you have two primary duties: keeping the ship&#039;s atmospheric systems running at full capacity and taking care of any specific atmospheric problems that pop up on the ship. This means that you refill areas that have been depressurized, drain areas that have overpressurized, filter out [[Phoron|toxic gases]], fight fires, and any number of other things. See the [[Guide to Atmospherics]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Repressurization ===&lt;br /&gt;
&lt;br /&gt;
Repressurizing an area that has lost some of its atmosphere is the most common task you&#039;ll face as an Atmospheric Technician. Areas usually undergo depressurization when something exposes them to the cold void of space. This causes all of its atmosphere to rush out, along with anything unlucky enough to be caught in the windstorm. Coordinate with your fellow engineers. They can repair the walls while you layout your majestic pipes or drag along another pipe dispenser. It is usually good to have them aware that you are active and able to fix the atmos issue while they focus on changing lightbulbs.&lt;br /&gt;
&lt;br /&gt;
After your [[Engineer|engineering buddies]] have taken care of a hull breach, it&#039;ll be your job to refill the area and make it breathable. This can be done by using the Air Alarms mounted on the walls in most areas, as well as the local vents and scrubbers. Atmosia, fortunately, is largely self-regulating; after a hull breach is sealed and the system is set to filter or fill in fresh air, the vents on the ship will automatically begin replacing lost air as long as the pipes to the vents in the area are undamaged. This process is usually rather slow, unless you have upgraded your atmos systems to get the most out of it. You&#039;ll mainly be called to focus on critical or high-traffic areas, and the crew needs it to be breathable &#039;&#039;now&#039;&#039;. A well prepared portable air pump can fill an area within seconds. If your hands are full have the apprentices drag them in for you.&lt;br /&gt;
&lt;br /&gt;
=== Filtering and Depressurizing ===&lt;br /&gt;
&lt;br /&gt;
Less commonly, you&#039;ll be called on to filter out toxins from the air or drain an area that&#039;s become overpressurized. Removing excess atmosphere from a room is as simple as going to the air alarm and selecting the replace setting (or Panic Syphon in extreme cases), then waiting for it to go back to green before switching back to Filter. &lt;br /&gt;
&lt;br /&gt;
Getting rid of toxins, on the other hand, is usually more difficult. Setting the air alarm filters to scrub out toxins and N2O from the air will help, but it might not be enough. Air scrubbers can be used to get rid of toxins, but if the spill is very large, you might have to resort to Panic Syphon or Replace Air settings. Remember to keep people out of the room as long as you&#039;re working. Not only are the toxins dangerous, but the fact that depressurization is probably your best option adds another threat. Just make sure to enable your magboots before bashing in a window and that the grill is not shocked. If it&#039;s a phoron spill, be damn sure there&#039;s nothing around that can set it off (unless you&#039;re planning on burning off the phoron, which is extremely dangerous and shouldn&#039;t be attempted in anything but the most extreme cases or by experienced Atmospheric Technicians).&lt;br /&gt;
&lt;br /&gt;
=== Fire! ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a fire! This is a comparatively rare occurrence, but when there is one, you&#039;re expected to suit up and get the problem fixed without hesitation. Generally, this involves locking the area down and using Panic Syphon and/or Replace Air to quell the fire. Keep in mind that your atmos suit is designed for EVA operations. Your firefighter suit is not.&lt;br /&gt;
&lt;br /&gt;
=== Total Emergency: The Fire Axe and You ===&lt;br /&gt;
&lt;br /&gt;
The Fire Axe is your tool of choice during emergencies since you can use it as a crowbar to open doors when the power is off &#039;&#039;and&#039;&#039; use it as an incredibly powerful melee weapon or just to get rid of a window quickly. Just keep in mind that you have to be holding it with both hands to use it effectively (click on it while you&#039;re holding it to do this). Because it&#039;s so dangerous and it doesn&#039;t fit in a backpack or satchel, it should usually be left in its case in the computer room. If you have to have it, though, use a multi tool to unlock its case. Just be aware that, once it&#039;s out, you are seen as armed and dangerous, and [[Traitor|some people]] want to get their hands on it. Security will probably want to know why you grabbed it, too.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
&lt;br /&gt;
Atmospherics is already sensitive work, and it&#039;s just complex enough that people who don&#039;t know how it works themselves will generally let you do what you say needs to be done rather than question you when there&#039;s an Atmospherics alert in the area. This combined with the ability to remotely trigger such alarms or cause atmos troubles, gives you a free pass to enter almost all of the ship without raising an eyebrow. This gives you all sorts of opportunity for shenanigans. Beyond that, you can sabotage the entire ship&#039;s air supply very, very easily if you know what you&#039;re doing - but do it carefully, because you&#039;ll be one of those most under suspicion. You have easy access to phoron and other harmful substances as well. With a bit of inventiveness, you can do a lot of damage. Make sure to clear it with admins if you plan to send an entire department to sleep or declare the bridge a new construction zone via rapid phoron induced deconstruction.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=24204</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=24204"/>
		<updated>2022-04-08T12:54:12Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E8891D&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #E8C61D&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Engineer&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.&lt;br /&gt;
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Start the engine, wire the solars, repair ship hull and wiring damage, repair equipment, etc. Basically, do everything that has anything to do with repairs.&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Ship Engineer&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the ship is up and running, and, most of all, repair the ship when it inevitably explodes due to [[Guides#Antagonist_Guides|unforeseen consequences]].&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in Engineering with a Hard Hat, a T-Ray Scanner, an Engineering Headset, an Engineering Jumpsuit, Tool Belt, and an Engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for Ship Engineers include Webbing, Multitool, Welding Goggles, Optical Meson Scanners and a GPS.&lt;br /&gt;
&lt;br /&gt;
Webbings allow for the storage of tools and other such items in your jumpsuit slot, freeing your hands up. The multitool is a nifty piece of kit, used for checking the amount of power flowing through wires, fixing machines infected with rampant brand intelligence, and &amp;lt;!--[[Hacking]]--&amp;gt; repairing wires in doors. The welding goggles are vital to protect your eyes while welding. The optical meson scanner enables you to see ship structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a vacuum-exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions such as lights or machines. Hazard vests are bright orange and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt. Should all others options fail, the GPS will allow other engineers to rescue your remains. Suit sensors are a great addition for a young engineer.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any ship damage that may occur. Another healthy addition are inflatable walls, since those will stop breaches from spreading and help you create airlocks on the fly. All this gear can be obtained in the Engineering storage room, left of the main lobby. A prepared softsuit also never hurts, you can make one for yourself by attaching magboots and helmet to the main suit item and putting an oxygen tank in. If all the metal and glass is gone more can be obtained from the sublevel or the [[Operations Manager]] in the Operations Bay.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
Keeping the lights on and the air inside of the ship is your primary task. Apart from that, you will frequently face smaller events such as broken vendors, cameras, or the occasional ship-wide blackout event. All of those can be overcome through communication and a calm head. Your teamwork will be tested when the level 7 biohazard alarm rings.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is [[Supermatter Engine| simple enough]]. Make certain you follow the instructions precisely; an engineer who accidentally &#039;&#039;&#039;floods Engineering with phoron&#039;&#039;&#039; is not a popular person, but we all started somewhere and after a rather lengthy stay at the medbay your coworkers will most likely have repaired any damages.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
Wires can be found at each solar array, a fully equipped spacesuit will be needed to prevent certain death. Keep your light on outside and the [[Solars| guide]] open. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Ship ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See the [[Guide to Construction]] for more details. This also involves fixing parts of the ship layout you do not like. Speak to heads of staff first if it is something that influences the overall crew safety.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs or entire departments via the RCon. Nobody ever works in the medical sublevel anyway. On the other hand, make sure to charge everything with excess power in advance whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== Setting up RCON ===&lt;br /&gt;
&lt;br /&gt;
Once the Ship&#039;s power source of choice has been set up, you will want to go around Maintenance and go into all of the departmental power ships and turn the breaker boxes [[file:Breakeron.png]] that are next to the power units &#039;&#039;&#039;off&#039;&#039;&#039; by clicking them with an empty hand. After a second or so, it will disable the box. What this does is disable the bypass that allows the main grid to directly power the department grids, and instead means the department&#039;s SMES will control it.&lt;br /&gt;
&lt;br /&gt;
After the breaker box is off, you should then go to the SMES [[file:SMES.png]] and enable the input and output. As a general reference, 75000W output and 50000W Output &#039;&#039;should&#039;&#039; be enough for most, if not all, departments, but you may have to adjust the settings. Try to keep the input higher than the output so that the units can properly charge.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Being a traitor engineer can be both the easiest and hardest task on the ship. On the one hand, you can go almost everywhere on the ship, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don&#039;t bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack ranged weapons. With the right know-how, you can easily use the fire axe or make your own weapons. Also note, engineers loitering near their target may quickly arouse suspicion without a good task at hand. Find something to do like APC upgrades or installing some spare stuff like lights or machines.&lt;br /&gt;
And finally, if you truly hate the ship, it is within your grasp to generally sabotage the power supply of the ship, but you should only touch the main engines after making sure that it is okay with staff via an ahelp.&lt;br /&gt;
&lt;br /&gt;
== Engineering Apprentice ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E8891D&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #E8C61D&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Engineering Apprentice&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age, currently studying for an applicable Bachelors degree or under 7 years experience in any engineering-related field.&lt;br /&gt;
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|superior = [[Chief Engineer]], All of Engineering.&lt;br /&gt;
|duties = Assist Engineering in all of their tasks, be supervised. Learn!&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As an Engineering Apprentice, you are here to get hands-on experience in Engineering. Either you are new to engineering, demoted, or waiting for some missing paperwork, like your bachelor&#039;s degree. This is a learners&#039; role, you shouldn&#039;t be expected to know much about Engineering in this role, but the skill gap is pretty much open-ended. Someone at the end of their studies might just lack practical experience for example but know a ton about the power grid theory. Established characters shouldn&#039;t jump into this position outside of very unique circumstances like CCIA actions or other staff approval.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=24203</id>
		<title>Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=24203"/>
		<updated>2022-04-08T12:53:00Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
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&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Generic_qm.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = ???&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program.&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, assist with mining if necessary&lt;br /&gt;
|guides = [[Hangar Technician]], [[Prospector]], [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area and the flight deck. What this means is that it is your responsibility to ensure orders are processed smoothly, the warehouse is sorted, and that shuttles are properly loaded and fueled by your hanger techs.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
You will be expected to monitor the condition of your prospectors, and allow the first responder to access the airlock if needed. Otherwise, you will often assist and order operations in doing their various tasks and chores. It&#039;s also important to link your PDA to the Requests Console and ringer terminal.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
It is best to delegate some tasks to Hangar Technicians, ask them to volunteer to do them, and/or perform them yourself. You may also request that certain conditions be met before a task is completed. It is your responsibility to ensure that operations does not lose funds, that the warehouse is sorted properly, and that Orders are either fulfilled or rejected in a timely manner. While you can delegate these tasks, it will be on you to supervise those doing them and ensure they&#039;re done properly. It&#039;s also important to remind HTs their PDAs to the Requests Console, and the ringer terminal. For a more in-depth explanation of organization, please see the [[Hangar Technician]] page.&lt;br /&gt;
&lt;br /&gt;
==Mining Operation==&lt;br /&gt;
Prospectors will work mostly independently of you, and therefore do not need to be ordered as much. However, it is still best to remind them to use their suit sensors, to take their GPS, ask what their GPS designations are, and to check in with them occasionally to ensure that they are all healthy and unharmed. Should any prospectors become injured, you will be expected to allow the [[First Responder]] to access them, as the quicker they get help, the less their chances of death.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
You can order almost anything you would like, and can use equipment from mining to open any locked crates. You also have some nice access for exploring maintenance or dragging your victims into it. You can also hack the autolathe(assuming you have gloves, to avoid getting shocked) and get various useful items, such as an RCD, Handcuffs, and Lethal ammo for guns.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]][[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=24202</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=24202"/>
		<updated>2022-04-08T12:50:46Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
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&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = ChiefMedicalOfficer.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|access = All [[Job_Guides#Medical|Medical Departments]], including your office, [[Job_Guides#Station_Command|Bridge]], [[Engineering]], Construction, [[Job_Guides#Research|Research]].&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, M.D., 5 years medical experience.&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Chemist]]s are working for the good of the ship.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You manage the entire medbay. Your primary task is to make sure everyone is doing their jobs and not taking over everyone else&#039;s lane. Other than treating injured crew, it is your responsibility to ensure that all crew are using their suit sensors when [[Corporate Regulations|appropriate]].&lt;br /&gt;
&lt;br /&gt;
You are the medical &amp;lt;s&amp;gt;expert&amp;lt;/s&amp;gt; leader on the ship. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture most basic pharmaceuticals. You should allow your &#039;&#039;&#039;subordinates to handle the bulk of the work&#039;&#039;&#039; and only jump in to help new players or fill in critical roles that your character would be able to perform &amp;lt;s&amp;gt;or what you have written in your records.&amp;lt;/s&amp;gt; The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, &amp;lt;s&amp;gt;you&#039;ve lost your own place&amp;lt;/s&amp;gt; you can empty the bridge bar without getting caught.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold &amp;lt;s&amp;gt;power over life and death&amp;lt;/s&amp;gt; a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence &amp;lt;s&amp;gt;or that one paramedic who you should really ahelp for doing surgery again.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical &amp;lt;s&amp;gt;and mental&amp;lt;/s&amp;gt; shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Physicians, Surgeons, are responsible for general treatment and surgery needs but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Psychologist]] is responsible for the mental health of crew. &amp;lt;s&amp;gt;Why is the cult in here?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assigned jobs.  Remember, Physicians, Surgeons, and [[First Responder]]s are all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work &amp;lt;s&amp;gt; Kick them out for being useless&amp;lt;/s&amp;gt; because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. If they decide to run out and do the [[First Responder]]s job without getting told to, &amp;lt;s&amp;gt;fire them&amp;lt;/s&amp;gt; explain to them the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated First Responder team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk &amp;lt;s&amp;gt; talking to each other instead looking at the sensors and a miner dies oops! &amp;lt;/s&amp;gt; to handle arrivals and minor cases, and someone - preferably &amp;lt;s&amp;gt;everyone and some officers&amp;lt;/s&amp;gt; a medical doctor - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively &amp;lt;s&amp;gt;except in case of emergency&amp;lt;/s&amp;gt; and only help out when asked for instead of jumping in whenever they feel more competent. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by &amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt; one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, Inaprovaline, and things like that. Physicians, [[First Responder]]s should carry more than most, and should have [[Guide_to_Medicine#Common_Equipment|a variety of Medkits]] available for unusual cases, since they&#039;re the [[First Responder]]s and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, [[Guide_to_Chemistry#Anti_Microbials|antimicrobials]], and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff, or &amp;lt;s&amp;gt;do all the work yourself&amp;lt;/s&amp;gt; decide to have a shift without every chemical known to man prepared an hour before the [[Mercenary|time police]] arrives.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your First Responders are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Guide_to_Robotics#Odysseus|Odysseus]] from [[Machinist|Operations]], preferably with two mounted Sleepers. Make sure that your [[First Responder]]s know how to operate it; an Odysseus can save a lot of lives and make it possible for your First Responders to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Premium Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.&amp;lt;s&amp;gt; Should you have a chemist&amp;lt;/s&amp;gt;  It&#039;s a instant injector (dealing bursts of 5 units, with a fill limit of 30 units). You need to get rid of the chemicals inside before you can fill it with different medicine, which can be done by using the sink, or make your own mixes inside of the hypospray on the fly. It&#039;s considered very bad form to just go around injecting people without any RP however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are &amp;lt;s&amp;gt;Tricordrazine or Inaprovaline.&amp;lt;/s&amp;gt; whatever the patient needs right now. Sadly surgery does not fit into it yet.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cult|going crazy]], or [[changeling|returning from the dead]],  Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=24201</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Research_Director&amp;diff=24201"/>
		<updated>2022-04-08T12:50:36Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
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&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = ResearchDirector.png&lt;br /&gt;
|jobtitle = Research Director&lt;br /&gt;
|access = [[Job Guides#Research|Research Departments]], EVA, [[Job_Guides#Engineering_and_Maintenance|Engineering]], [[Job_Guides#Engineering_and_Maintenance|Construction]], External Airlocks, [[Roboticist|Robotics]], [[Job Guides#Command|Bridge]], [[Job Guides#Research|Research Director&#039;s Office]], [[Guide_to_Telescience|Teleporter]], [[Telecommunications|Telecommunications]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience in science-related field, PhD.&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Lead Research and Development, supervise your [[Scientist]]s.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Xenoarcheologist|Guide to Xenoarchaeology and Anomalies]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Research Director]] in charge of what is (theoretically) [[Background summary|the reason the ship is around]]. You job is to direct research into new things. And you have a group of [[Scientist]]s to help you do that.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unlike most Heads of Staff, your job isn&#039;t so much to keep [[Job_Guides#Medical_and_Science|your staff]] working as it is to &#039;&#039;keep&#039;&#039; them from doing so. Or, at least, to keep them from doing so &#039;&#039;badly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Technically speaking, your job is the least vital out of any of the Heads of Staff. The Science division isn&#039;t vital to the continued operations of the Horizon, even if it is why it&#039;s there in the first place. The ship won&#039;t fall apart if the slimes die, alien artifacts never get studied, and bombs never get made. It &#039;&#039;will&#039;&#039;, however, fall apart if the slimes &#039;&#039;escape&#039;&#039;, if dangerous alien artefacts aren&#039;t well-monitored, or if a poorly-made bomb destroys the Escape arm.&lt;br /&gt;
&lt;br /&gt;
Your job is to keep them from accidentally killing themselves. [[Guide_to_Toxins|Toxins Mixing]] and [[Xenobiologist|Xenobiology]] in particular are highly dangerous areas and should be monitored at all times. &lt;br /&gt;
&lt;br /&gt;
You&#039;re also the foremost expert on strange phenomena on the ship. When something strange shows up, it&#039;s your job to figure out what it is and how best to deal with it. The other Heads of Staff will rely on you to figure out exactly what it is and what to do about it. &lt;br /&gt;
&lt;br /&gt;
So, in short, keep your staff from screwing everything up royally and keep the other Heads informed about anything weird going on.&lt;br /&gt;
&lt;br /&gt;
You arrive at the ship inside your office next to toxins. You have the front seat. So sit back and enjoy the view. Remember that you have two of the most important things on the ship, Robotics control and the AI integrity restorer.&lt;br /&gt;
&lt;br /&gt;
== Directing Research 101 ==&lt;br /&gt;
As the Research Director, your job is obviously to direct research. You have access to anything scientific.&lt;br /&gt;
&lt;br /&gt;
=== There&#039;s No I In Team ===&lt;br /&gt;
Your official responsibility is to ensure that nobody does anything they shouldn&#039;t, and that Toxins does not destroy the ship.&lt;br /&gt;
&lt;br /&gt;
Try to stop Toxins from igniting. Teach your scientists the proper way to handle [[phoron]]. &lt;br /&gt;
&lt;br /&gt;
=== Computer Maintenance And You ===&lt;br /&gt;
In the event of AI damage on an Intelicard, there is a computer in your office that can be used to repair its systems. This is a long process, but it is still usually better than having no AI at all. In addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the Synthetic brain is inserted. Please be aware that a freshly constructed [[AI]] comes with the default NanoTrasen laws.&lt;br /&gt;
&lt;br /&gt;
=== AI Overpopulation: The Core Circuit And You ===&lt;br /&gt;
Whether to reduce the load on primary AI or just to increase information chaos, with this nifty AI Core circuit board found in your office you can make a second, working AI. You need the following components first:&lt;br /&gt;
a screwdriver,&lt;br /&gt;
a wrench,&lt;br /&gt;
4 sheets of plasteel,&lt;br /&gt;
2 sheets of reinforced glass,&lt;br /&gt;
the circuit board,&lt;br /&gt;
and, of course, a brain in a braincase.&lt;br /&gt;
&lt;br /&gt;
Make AI Core frame with plasteel, wrench it in a preferably secure place near an intercom (or a radio), add circuits, screwdriver, wires, braincase, glass, screwdrive it again. Voila! Now there are two working AIs on the ship!&lt;br /&gt;
&lt;br /&gt;
=== Assistant with Science ===&lt;br /&gt;
You can be of great help as an assistant with large amounts of access. Collecting flashes and power cells for robotics and other items for research.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the ship===&lt;br /&gt;
NT has granted your colleagues a ship that has plenty of room for improvement. Plenty of machines around the ship can be upgraded to improve efficiency, and you&#039;re encouraged to let your coworkers feel what an efficient science really means: Better work conditions. Use the [[File:RPED.png]] Rapid Part Exchanger device, produced by the Protolathe to rapidly replace obsolete parts with newer parts; or deconstruct and reconstruct the machine from the getgo.&lt;br /&gt;
Use the [[Guide to Advanced Construction]] to check what parts each machine contains, to know what stock parts to replace. The RPED is also able to scan the stock parts present in the machine. Below is the list of currently upgradeable machines:&lt;br /&gt;
*Biogenerator. Upgrades improve recycling and lowers costs.&lt;br /&gt;
*Borg Charger. Upgrades speed charging and enables repairs.&lt;br /&gt;
*Protolathe. Upgrades cut production costs; up to half.&lt;br /&gt;
*Circuit Imprinter. Upgrades cut productions costs; up to half.&lt;br /&gt;
*Autolathe. Upgrades lower material loss in production, down to 0%.&lt;br /&gt;
*Destructive Analyzer. Upgrades increase minimum reliability that can be analyzed.&lt;br /&gt;
*PACMANS. Upgrades decrease heat emitted and power produced per sheet.&lt;br /&gt;
*Gas heater/coolers. Upgrades increase efficiency and cooling range.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the research director, you are the link between the captain, the heads of staff, and your researchers. R&amp;amp;D supplies technology to the other departments and receives supplies from the miners and Operations Manager. When something strange happens--someone [[changeling|turns into a monkey]], [[wizard|teleports without a device]], or has [[traitor|illegal technology]]--it&#039;s your job to try to explain what just happened. Good luck.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=24200</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=24200"/>
		<updated>2022-04-08T12:50:17Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ENGINEERING &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Generic_ce.png&lt;br /&gt;
|jobtitle = Chief Engineer&lt;br /&gt;
|access = Robotics and Mech Bay, Engineering, Atmospherics, Chief Engineers Office, Research, Medical, Construction Area, Bridge, Maintenance, EVA, Tech Storage, AI Upload, Teleporter, Telecoms Satellite, External airlocks&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in engineering-related field, Doctorate of Engineering (or equivalent).&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate engineering, ensure equipment doesn&#039;t get stolen, make sure the supermatter doesn&#039;t explode, maintain the [[AI]] and [[Telecommunications]], &amp;lt;s&amp;gt;hold pizza parties in the break room&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Atmospherics]], [[Guide to Construction]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Engineer]] is the individual in charge of the ship&#039;s integrity and of the [[AI]]&#039;s &#039;&#039;&#039;structural well-being&#039;&#039;&#039;. That means making sure there are no breaches, equipment remains operational, and the AI doesn&#039;t get &amp;lt;s&amp;gt;any weird laws&amp;lt;/s&amp;gt;some strange [[Ninja|guests]]. As the chief engineer, you have authority over ship&#039;s [[Engineer|engineers]] and the [[Atmospheric Technician|atmospheric technicians]].&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
You are the head of the Engineering department, which includes not only [[Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss Engineering and Atmospherics around and make sure the engine, atmospherics, and the solars are set up so that the power and air are constantly flowing.&lt;br /&gt;
&lt;br /&gt;
Other than directing the workflow of the department, you&#039;re also expected to carry out general [[Engineer]] duties and maintain the [[AI]]. To be a good chief it is imperative that you have a good working knowledge of how APCs, SMES cells, and power in general works, how to decipher atmospherics, how to efficiently set up the supermatter and solar, and how to get your engineers moving. Knowing how to work the experimental tesla engine will be good too.&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
It&#039;s no secret that engineers are more often than not &amp;lt;s&amp;gt;the only ones working at all&amp;lt;/s&amp;gt;the laziest of the ship&#039;s crew, and that there is no job that surpasses the capacity for an atmospherics technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely of telling the engineers and atmos techs to work or just doing their jobs yourself. Listed below are those jobs.&lt;br /&gt;
&lt;br /&gt;
=== At the Start of the Round ===&lt;br /&gt;
Greet your team &amp;lt;s&amp;gt;over the radio&amp;lt;/s&amp;gt;sitting around your table and let them know that a CE is going to get all the trouble for whatever they are building today. Find out who &amp;lt;s&amp;gt;is bald&amp;lt;/s&amp;gt;you will be working with and how many of them, and make sure that everyone has a job to do. Designate someone to do solars (unless someone else volunteers first) and get everyone else working on the supermatter. If you take to charge these first minutes of the round, most of Engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you or know who you are. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter and the Setting Up Thereof ===&lt;br /&gt;
Setting up the engine and supplying power to the ship should be the first priority of the engineering department. Most of the time your team will be fairly competent and you&#039;ll only need to supervise, but sometimes you&#039;ll have to step in. [[Supermatter Engine|Read the guide]], and make sure you know it. If someone&#039;s clearly new, help them out a bit and show them the ropes. If someone&#039;s clearly being an idiot then shout at them and forcibly demote if they continue. With these points in mind, the supermatter should successfully start generating power. It&#039;s always a good idea to announce this to the crew when it happens.&lt;br /&gt;
&lt;br /&gt;
=== Solar Panels ===&lt;br /&gt;
Whilst the supermatter outputs a ton of power, a hardened engineer like yourself knows that it&#039;s volatile, and failures and problems can, and will arise. This is where solars come in. Solars output a decent amount of energy and can keep the ship running at a bare minimum whilst you inevitably sort out an issue with the supermater, but they need setting up first! Luckily this is even easier than setting up any engine and you can just designate one of your engineers to go out and complete the task, better yet if they volunteer.&lt;br /&gt;
&lt;br /&gt;
=== Tesla Knowledge ===&lt;br /&gt;
The default setup is already standing. Add some missing parts from the storage and if you feel scared of what could destroy the entire ship you might even order someone to grab and install the beacon from upstairs, just in case &amp;lt;s&amp;gt;someone fixes the code and it kills everyone again&amp;lt;/s&amp;gt;.&lt;br /&gt;
For now you want to weld every part to the ground, add some grounding rods and upgrade the SMES units &amp;lt;s&amp;gt;only to argue with an engineer for the rest of the roundabout how your setup is vastly inferior to theirs&amp;lt;/s&amp;gt;how nice the giant ball of death zaps today.&lt;br /&gt;
&lt;br /&gt;
=== Atmospherics, the Great City-State of Pipes ===&lt;br /&gt;
The supermatter is radiating, the solars are wired and the engineering team &amp;lt;s&amp;gt;are all in the bar&amp;lt;/s&amp;gt;are at your beck and call. The ship is getting a steady supply of power and you&#039;re confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven&#039;t you forgotten Atmosia?&lt;br /&gt;
&lt;br /&gt;
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it&#039;s your responsibility to make sure that it&#039;s keeping everybody breathing. As the CE, you are expected to know the basics of how atmos work, how to optimize it, and then how to keep people from messing it up. If possible, it&#039;s recommended that you have as much experience in Atmospherics as you do in regular construction and engineering. Nobody likes a Chief Engineer that does not know how to re-pressurize a room correctly. [[Guide to Atmospherics|Again, read the guide and learn it]].&lt;br /&gt;
&lt;br /&gt;
All you really have to do with atmos is get acquainted with its staff (You can do this at round start along with your [[Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure [[Traitor|some]] [[AI|one]] hasn&#039;t tampered with it.&lt;br /&gt;
&lt;br /&gt;
=== Continued Maintenance ===&lt;br /&gt;
Now that the ship&#039;s systems are running at maximum capacity or are in the process of being made so, you can relax a little and &amp;lt;s&amp;gt;order some pizza&amp;lt;/s&amp;gt; carefully hoard all the materials and send for security when tech storage is broken into at 0:10 round time. Here is what else you should be doing:&lt;br /&gt;
&lt;br /&gt;
* Always make sure every engineer has a GPS with them at all times. &amp;lt;s&amp;gt;Never mention suit sensors to them.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Periodically check out Atmospherics to make sure nobody&#039;s messed it up.&lt;br /&gt;
* Listen to the radio for hull breaches. When you hear of one, send a couple of engineers out to mend the damage.&lt;br /&gt;
* Supervise the supermatter &amp;lt;s&amp;gt;watch all engineers devolve into headless chickens&amp;lt;/s&amp;gt; and take action when it looks like it&#039;s going to breach out of containment. &lt;br /&gt;
* Notice that the Tesla vanished into thin air, without destroying any of the ship, &amp;lt;s&amp;gt;tell everyone why it is the best source of energy and 100% save&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Talk to your team. Make sure solars are wired or in the process of being done, and ensure there&#039;s always at least one engineer in Engineering to monitor power levels.&lt;br /&gt;
&lt;br /&gt;
As Chief Engineer you may authorize &#039;&#039;&#039;autolathes&#039;&#039;&#039; to be set up to assist engineering. You can also &amp;lt;s&amp;gt;ask Security if they will allow you to build a security camera computer to assist engineers in monitoring damaged areas.&amp;lt;/s&amp;gt; hack your own camera console, so security will never find out  about why every engineer knows about the &amp;lt;s&amp;gt;Nuke&amp;lt;/s&amp;gt; room above the captain&#039;s office.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
You coordinate actions between the captain, the other heads of departments, and your engineers. You&#039;ll be working with Security when they need to get into a crime scene that happens to be depressurized (this happens a lot), with Medical when they need to rescue someone in an area that&#039;s the minus atmosphere or plus poison (do try to keep them from rushing in and adding to the casualties), and with Science when they blow something up yet again. Your headset lets you keep track of your engineers, where they are, and what they&#039;re doing, as well as check in with the other departments to be sure everyone has the engineering help they need.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So you&#039;ve been hired to kill/steal something on this &amp;lt;s&amp;gt;ship&amp;lt;/s&amp;gt; ship? Great! This is one of the easier jobs when doing this due to the fact that you have access to most of the areas where the steal objectives are and, even if they are somewhere you can&#039;t get to, you can easily just hack open the door or RCD the wall down.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=24199</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=24199"/>
		<updated>2022-04-08T12:50:08Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Generic_hos.png&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = All of [[Job_Guides#Medical|medbay]], All of [[Job_Guides#Internal_Security|security]], All of [[Job_Guides#Research|research and development]], [[Security_Officer#The_Brig|Brig]] Timers, [[Job_Guides#Station_Command|Bridge]], Teleporter, [[Botanist|Hydroponics]], [[Atmospheric_Technician|Atmospherics]], [[Janitor|Janitor&#039;s closet]], [[Chef|Kitchen]], [[Bartender|Bar]], [[Job_Guides#Engineering_and_Maintenance|Maintenance]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in security-related field and a relevant Bachelors or Masters degree.&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|duties = Ensure the arrested prisoners don&#039;t escape, issue weapons to security, command the Brig.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security, maintain order.&lt;br /&gt;
|guides = [[Security_Officer#Standard_Procedure|Guide to Security]], [[Corporate Regulations]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Security]] is in charge of the [[Job_Guides#Internal_Security|Security]] forces on the ship. They command the [[Warden]], [[Investigator]], and [[Security Officer|Security Officers]] and make sure that they [[NanoTrasen_Liaison#Submitting_an_Incident_Report|don&#039;t ruin everything]].&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the ship than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies.&lt;br /&gt;
&lt;br /&gt;
* [[Investigator]]: The job of the Investigators is to investigate crimes. They specialize in interrogating suspects and witnesses, analyzing evidence procured at a crime scene and pursuing leads. They are firmly under your command, regardless of what they may say. &lt;br /&gt;
&lt;br /&gt;
* [[Job_Guides#Command|Ship Command]]: Should security or anyone else be acting out of their job description [[Job_Guides#Command|Ship Command]] can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the ship safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security_Officer#Standard_Procedure|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Investigator]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrests people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in an official-sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[NanoTrasen_Liaison#Submitting_an_Incident_Report|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the ship is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the ship. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. Until that time, you have to follow orders just like anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security_Officer#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Security_Officer#The_Brig|Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the ship from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crew members to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can be kept in one of the secure holding cells.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages ship infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;br /&gt;
[[Category: Command]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=24198</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Executive_Officer&amp;diff=24198"/>
		<updated>2022-04-08T12:49:55Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = HeadOfPersonnel.png&lt;br /&gt;
|jobtitle = Executive Officer&lt;br /&gt;
|access = Office, Bridge, all service areas, brig.&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in department-related field and a relevant Bachelors or Masters degree.&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Administration, IDs, managing personnel numbers, synergize the departments.&lt;br /&gt;
|guides = [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Executive Officer]] is in near complete control of the Service department. You are on the same level as all of the other [[Chain of Command|heads of staff]] and do not outrank any of them. Executive Officers are also not automatically Acting Captain, and must be voted in the position just as any other Heads. They also manage the civilian department, both Bridge Crew and Crewmembers, and act as their direct superior. They can give access to crewmembers to allow them to assist other departments.&lt;br /&gt;
&lt;br /&gt;
== Your Own Department ==&lt;br /&gt;
As a Head of Staff, you have your own department to watch out for. You&#039;re in charge of coordinating the [[Job_Guides#Civilian|civilian personnel]] and supply staff on the ship. This also includes the [[Operations Manager]] and [[Crewman]]. Usually, you can let the ship&#039;s various [[Bartender|Bartenders]] and [[Librarian|Librarians]] run around and take care of themselves. They are technically under your direct command, but their jobs are usually simple and usually don&#039;t need your direct oversight. However, you are the only one besides the Captain that can give them the account number to the civilian account to let them charge for products properly.&lt;br /&gt;
&lt;br /&gt;
== Human Resources ==&lt;br /&gt;
You are the Executive Officer. You get access to just about everything, including basic access to every department on the ship. While you can also give yourself full access, this is a major breach of your powers and job. Your main responsibility is to manage the crew and make sure each department is fully staffed and working efficiently. Depending on how many crew members there are, that may mean some people pulling double shifts or having to do jobs they&#039;re not so good at doing.&lt;br /&gt;
&lt;br /&gt;
=== A Full Department Is a Happy Department ===&lt;br /&gt;
When a department is lacking in crew members, you are expected to take the initiative to find qualified crew members to reassign or promote into the department. Offering pay raises, reimbursements, or recommending people into certain departments are all good ways of convincing people to transfer to a department that needs more staff members. Denying crew members a transfer into a fully-staffed department is a good way of getting staff in the places you need them as well. But remember to not be obstructionist: Work with the crew to find where they would be happiest and most productive.&lt;br /&gt;
&lt;br /&gt;
=== A Happy Department Is a Productive Department ===&lt;br /&gt;
Now that a certain department is staffed, it also falls under your and [[Job_Guides#Command|Command Staff]] jurisdiction to make sure that each of the departments are running smoothly. Check up with all of the other department heads frequently to make sure that there aren&#039;t any inter-department problems or any major problems between crew members. You can also periodically check up on departments personally. Try to keep these inspections informal. Departments don&#039;t appreciate it when you are domineering or start demanding things from them.&lt;br /&gt;
&lt;br /&gt;
The best way to proceed with a department inspection is to show up when they aren&#039;t in the middle of a stressful situation. Strike up a brief conversation with anyone at the desk, then do a quick walk around. If someone stops you, just ask them how the department is running and if you can do anything to help them out.&lt;br /&gt;
&lt;br /&gt;
=== A Productive Department Is A Wealthy Department ===&lt;br /&gt;
As HoP you have access to the Account Uplink Terminal. Only you and the [[Captain]] start with access to this terminal. It lists the personal account of every crew member and the department accounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each crew member’s individual account belongs to that crew member,&#039;&#039;&#039; and your access to these accounts is for oversight. There are sometimes accusations of fraud, embezzlement, or theft and your ability to go over the transaction histories of every crew member gives you the power to hunt down nefarious accounting. You should never take money out of a crew member’s personal account without permission or proof that they got that money nefariously. You do not need a warrant to check financial accounts yourself since you are the manager of the “bank” for this shift, but the details of a crew member’s account is covered under [[Corporate Regulations | Privacy Laws]] unless you find direct evidence of a crime.  That means on green alert [[Security]] needs a warrant to get a copy of a crew member’s bank statement.&lt;br /&gt;
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The Department accounts are the primary focus for you and the other heads of staff. It is part of your and the Captain’s job to make those numbers in the department accounts go up, up, and up! &lt;br /&gt;
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The Operations and Vendor accounts automatically make money. Your primary focus is on the [[Chef]] and [[bartender]]. The Chef should be selling their food, and their own job page outlines how to do it. They may come to you asking for the department account number to set up their ability to make transactions. You can either provide them the actual Service account details if you trust them, or form a special new account with a certain pre-set budget (of 500 credits for example) and give them the details to that account instead. &#039;&#039;&#039;Be careful! The money you add to new accounts will be taken from other department accounts, so do not go higher than 1,000 if other departments are planning on using their funds!&#039;&#039;&#039; Be sure you are able to transfer money back and forth if the worst happens. The kitchen may also make cash payments - be sure to swing by and ask for any funds made.&lt;br /&gt;
&lt;br /&gt;
You should also consider having operations compete with the [[merchant]] by selling whatever was stored in the warehouse.&lt;br /&gt;
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== The Reassignment: A Way of Life ==&lt;br /&gt;
Your other job is reassigning people when they come to your desk with one or more access requests. Make sure that he or she has a good, justified reason to want a job change. A [[Chef]] who suddenly wants to become a scientist is a good example of someone who should be heavily scrutinized. When in doubt, check their employment records.&lt;br /&gt;
&lt;br /&gt;
Feel free to deny someone&#039;s transfer request if you get a poor explanation as to how someone suddenly came into possession of his or her sudden inter-department knowledge (My uncle was in a war/I read it in a book/I just know, are all pretty bad reasons). Alternatively, set them up with a subservient, or assistant position, until they&#039;ve proven that they can do the job correctly. Custom assignment titles are useful for this! Try to be a lot more lenient in giving someone cadet or apprentice roles.&lt;br /&gt;
&lt;br /&gt;
If a department has no heads of staff you can fill in as the supervising head of staff when filling out a reassignment form. Just stamp and sign it to have it on record that you made a judgment call in the reassignment. Any later arriving heads of staff may appreciate your foresight.&lt;br /&gt;
&lt;br /&gt;
=== You&#039;re Hired, Welcome Aboard ===&lt;br /&gt;
If someone&#039;s job transfer request isn&#039;t completely ridiculous then it&#039;s time for you to do some background checks. Make sure the crew member knows what they&#039;re (going to be) doing inside of his or her new department. Once you&#039;ve determined someone is a potential candidate for a job transfer, it&#039;s a good idea to grab one of the reassignment or promotion forms from the request console. It&#039;s generally encouraged to fill out the form for the individual. This lets you ensure the form is filled out correctly and has the additional benefit of making the requesting employee like you more since no one likes paperwork! Keeping a record of all of the access changes you give out is key to keeping everyone else informed about what you&#039;re doing and keeping you out of the [[Security_Officer#The_Brig|brig]].&lt;br /&gt;
&lt;br /&gt;
Here comes the hard part. Now that you have a filled-out form, you should get it signed and stamped by an appropriate [[Chain of Command|head of staff]]. Usually, this involves getting the department head&#039;s attention in one way or another, be it talking to them over the radio or sending your man to the department itself. Again, keeping a record of a department head&#039;s consent on file is usually one of the best ways to prove that your access change wasn&#039;t [[Corporate Regulations|completely illegal]]. The shorthand version of this process would be to inform the head of staff in question about the transfer over the Command radio channel and get quick consent from there, and stamping and signing yourself with their consent.&lt;br /&gt;
&lt;br /&gt;
Finally ask the man for his Identification Card so that you can officially give them the requested job title and access. Unless someone would like a specific job title, make sure to use the generic job titles near the top of the screen so that [[Security Officer|Security]] can identify that person much more easily with their fancy SecHUDs. If someone has a custom job title it might be a good idea to give them a copy of the reassignment form to carry as proof they aren&#039;t up to no good.&lt;br /&gt;
&lt;br /&gt;
=== You&#039;re Suspended, Get Out ===&lt;br /&gt;
As well as handing out job transfers, it&#039;s also well within your authority to demote people and take those jobs away.&lt;br /&gt;
&lt;br /&gt;
If someone falls asleep on the job or messes something up, you are well within your rights to demote them to a lower position after consulting the appropriate head of staff. Demoting a head of staff, however, is something that should not be done without the [[Captain]]&#039;s consent or majority decision from all heads of staff.&lt;br /&gt;
&lt;br /&gt;
Occasionally, a head of staff will request that a crew member be demoted for varying reasons. All heads of staff are authorized to demote members of their own departments, so long as the necessary demotion form is filled out for that crew member. An Executive Officer is expected to assist in processing these demotions from other departments without impeding this process - any dispute over the validity of a demotion outside the Executive Officer&#039;s own departments should be handled in review after the fact, ideally overseen by a [[Captain|Captain]]. A head of staff cannot remove a crew member from the ship entirely, and only has the power to demote the crew members in his or her own department.&lt;br /&gt;
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Rarely will a crew member be suspended from his or her position as a Horizon employee entirely. Only the [[Captain]] has the power to authorize such a procedure or a majority decision of all heads of staff. When a crew member is suspended he or she is essentially &amp;quot;fired&amp;quot;: that person is given no job, pay, or privileges and is removed from the ship on the next Crew Transfer Shuttle pending further review by the [[Stellar_Corporate_Conglomerate|SCC]] at [[Tau Ceti#CentComm|Central Command]].&lt;br /&gt;
&lt;br /&gt;
=== In Case of Emergency, Break Glass ===&lt;br /&gt;
Sometimes people need access to certain departments in an emergency, and the AI isn&#039;t up to the task of opening doors for people. Feel free to hand out emergency access to people such as [[Security Officer|Security Officers]] if the situation calls for it. Once the crisis has been averted, however, make sure to call them all back so you can revert them to their standard access. [[Research Director|A number]] [[Head of Security|of people]] really do not like it when crew members go walking into their department for no real reason just because they have access to it. &#039;&#039;&#039;Handing out unapproved and unjustifiable access is one of the fastest ways to get you demoted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Five Points of Human Resources Management ==&lt;br /&gt;
The Executive Officer can be a rather varied job. He can savor the prestige or feel shackled to the ID computer. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
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# &#039;&#039;&#039;Support the Captain&#039;&#039;&#039;. Be sure to work as a team to lead the crew. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance like assigning new heads or calling the shuttle. You do not outrank the other heads, but you have the unique position of being able to assign people. You are the face of the Human Resources Department, so make sure you are good leadership material. &lt;br /&gt;
# &#039;&#039;&#039;Uphold the Rights of Crewmen&#039;&#039;&#039;. Security often commits excesses and the Captain is either dead or personally involved in a case. In these situations, remember to consider every side of the story before making a decision and try to follow [[Corporate Regulations]], and get support Internal Affairs when they investigate.&lt;br /&gt;
# &#039;&#039;&#039;Follow the Principle of Least Privilege&#039;&#039;&#039;. When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access, or just for you to open the door for him while he gets a suit. If the [[Chaplain|Counselor]] is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the ship more secure and cut down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a form and give it a good stamping so the Janitor will be able to show why he&#039;s mopping the Medbay floors. &lt;br /&gt;
# &#039;&#039;&#039;Talk to the Crew&#039;&#039;&#039;. The Captain is often too busy dealing with who knows what. The Head of Security is usually trying to keep his department in check. The Research Director is on fire, the Chief Medical Officer is up to his elbows injured people, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only Head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the beaten to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
# &#039;&#039;&#039;Manage your Department First&#039;&#039;&#039;. While technically you can demote everyone who&#039;s ID you seize to Assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the Chef to throw a pizza party, and getting the records up to date is the first thing to do after assigning job and access changes. Demoting bad [[Security Officer]]s or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the heads aware they can send troublesome employees your way to being sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
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== [[File:Corgi.PNG]]Ian ==&lt;br /&gt;
Ian, who starts in your office, is a dog that keeps you company. You can pet him or just pull him around for fun. Please try to be sensible about him.&lt;br /&gt;
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It is traditional to rescue Ian if the Horizon has to be evacuated.&lt;br /&gt;
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== Links to Other Departments ==&lt;br /&gt;
Your job as Executive Officer is to make sure all the necessary roles are filled. Check the crew manifest--is there a researcher who will want materials, but no miner to supply them? A cook, but no gardener? Three surgeons, but no chemist? If there&#039;s a gap in the chain of production, everything will slow down, and it&#039;s your job to fill those gaps. Whether you transfer someone from one job to another, or just give someone enough access to fill in for an empty role when it&#039;s needed, make sure the person you&#039;ve put in the job is qualified to do it. If it&#039;s a gap in civilian your employees tend to appreciate you personally stepping in to help them. This can be working as a botanist for the chef, or being a temporary chef and/or bartender when you have little else to do and the areas are empty.&lt;br /&gt;
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== Roleplaying Tips ==&lt;br /&gt;
* You should have good knowledge of the [[Chain of Command]].&lt;br /&gt;
* As an example, you could play as a subservient right-hand man to the Captain, or a devious power-hungry maniac, only serving to further your own career goals. Remember, whatever you choose, try to enjoy it, and try not to ruin the round for other people.&lt;br /&gt;
* You may have access to it, but you are not (read &amp;lt;span style=color:red;font-weight:bold&amp;gt;NOT&amp;lt;/span&amp;gt;) [[Security Officer|Security]]. Chasing and arresting criminals should be left to the likes of [[Security Officer]]s and possibly the [[Head of Security]]. Your armor and weapon are for your protection only and do not give you the right to chase after criminals. If you should happen across a crime, pulling your weapon may hinder more than help.&lt;br /&gt;
* You can use the [[Guide to Paperwork]] if you want to make your own forms, or use the [[Example Paperwork]] page. &lt;br /&gt;
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{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=24197</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=24197"/>
		<updated>2022-04-08T12:49:42Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[Job_Guides|All]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience with the SCC, at least one department-related degree.&lt;br /&gt;
|superior = Corporate Regulations, Central Command, and SCC Officials&lt;br /&gt;
|duties = Ensure the ship remains &amp;quot;afloat&amp;quot;. Keep the crew alive, delegate effectively, and keep the research going. Do !!Glorious Paperwork!!.&lt;br /&gt;
|guides = [[Corporate Regulations]], [[Chain of Command]], basics of all other Head of Staff guides optional&lt;br /&gt;
}}&lt;br /&gt;
The [[Captain]] is in charge of the ship and everyone on it. They make sure the crew is working and productive and any [[Job_Guides#Antagonists|potential threats]] are seen to. They are expected to be able to command their [[Job_Guides#Station_Command|Heads of Staff]] effectively, and have ultimate authority on the ship, second only to the SCC. As such, your almightly stamp can pave way to great projects or great disasters. Stamp the wrong thing too many times, and you may be targeted by superiors for investigation.&lt;br /&gt;
&lt;br /&gt;
== Being a Captain ==&lt;br /&gt;
The Captain is the top of the power chain. They command the [[Job_Guides#Station_Command|Heads of Staff]] and have the final say in ship decisions. The hold an all access ID, a large amount of unique equipment, and a luxurious cabin. The only one with potentially more power is the AI. This is a very important role and should only be played by experienced players.&lt;br /&gt;
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&#039;&#039;&#039;Per admin policy, any Captain character is only allowed to join the round as a Captain, a Head of Staff role as defined by that character&#039;s experience and backstory, or as a visitor. Make sure you know the [[Guide to Station Procedure#Visitors| Visitor Policy]] if you plan to join as a visitor.&lt;br /&gt;
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=== Commanding Command ===&lt;br /&gt;
The Captains main job is to lead and direct the ship. The Captain therefore has direct authority over the Heads of Staff, changing the alert level, going to red alert, contacting CentComm, calling the evacuation shuttle, and coordinating ship-wide emergency evacuation and defence.&lt;br /&gt;
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In the absence or lack of a head for a specific department, effort should be made by you, or the [[Executive Officer]] to appoint one to each department. You should always have a fully functioning command staff. If no valid staff for promotion are found (to your own discretion), you may be called or chose to handle the affairs of those departments as a stand-in Head of Staff. But, know your limits. Focus on the functioning, not doing actual work.&lt;br /&gt;
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It is the Captain&#039;s job to make sure that all the Heads of Staff are communicating and leading their departments properly, or making sure the [[Executive Officer]] is doing it for him. They should not involve themselves directly in departmental matters unless asked by the Head of Staff responsible, however the Captain may step in if they feel that the matter is being handled poorly.&lt;br /&gt;
&lt;br /&gt;
For example, the Captain should not have to tell the [[Chief Engineer]] to start the engine, a competent chief should be able to do this themselves. If they can&#039;t, it falls to the Captain to make the decision as to whether to demote the current head, promote someone to a head, or consult with that department as to the best course of action. The Captains job isn&#039;t to do others&#039; work for them, but make sure that everything is being done correctly.&lt;br /&gt;
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=== Ship Finances And You ===&lt;br /&gt;
&lt;br /&gt;
Finally, you are the only one along with the [[Executive Officer]] that has access to the Account Uplink Terminal. It lists the personal account of every crew member and the department accounts.&lt;br /&gt;
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Each crew member’s individual account belongs to that crew member, and your access to these accounts is for oversight. There are sometimes accusations of fraud, embezzlement, or theft and your ability to go over transaction histories of every crew member gives you the power to hunt down nefarious accounting. You should never take money out of a crew member’s personal account without permission or proof that they got that money nefariously.&lt;br /&gt;
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As Captain your authority is sovereign, absolute, and unquestionable, but during standard operations you should leave the ship accounts to the [[Executive Officer]]. Even so, you do not need a warrant to access the details of any account and you can check them at any time, but every personal account is protected under [[Corporate Regulations | Privacy Laws]] unless you find direct evidence of a crime.  That means on green alert [[Job_Guides#Internal_Security|Security]] needs a warrant to get a copy of a crew member’s bank statement.&lt;br /&gt;
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The Department accounts are the primary focus for you and the other heads of staff. It is part of your and the Executive Officer’s job to make those numbers in the department accounts go up, up, and up! &lt;br /&gt;
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The Cargo and Vendor accounts automatically make money, but for service some ways to do that could be asking the [[Chef]] to sell his food rather than giving it out for free, and finding other methods of moneymaking.&lt;br /&gt;
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=== Controlling the Crew ===&lt;br /&gt;
As Captain, you are in charge. There really is no way to tell you exactly how to run things, many people have different leadership styles. However, as Captain, there are some things you should be aware of: &lt;br /&gt;
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#&#039;&#039;&#039;Only involve yourself when there is nobody else available to do the job.&#039;&#039;&#039; If you get involved in every security matter when there&#039;s already a Head of Security, it is suggested you get a job change. If there isn&#039;t a head for a specific department, get your Executive Officer to assign a new one. The only exception to this rule is when your Executive Officer is &amp;quot;absent&amp;quot; as you are the only other Head who can assign people.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; If someone says &#039;Captain, there&#039;s a phoron leak!&#039; then you order your Chief Engineer to go fix it. Do NOT attempt to fix it yourself. You will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the Chain of Command.&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision making process. They are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, every shift should be a normal and productive working day. However, be prepared to deal with any or all of the following: Incompetent or absent Heads, [[Job_Guides#Antagonists|subversive elements]], angry crew members banging down the bridge door trying to get in, corrupted AI&#039;s on a war path, killer meteor strikes, plagues, faulty electrical gear and the occasional aftermath of an armageddon against the ship, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Alerts and SOP ===&lt;br /&gt;
Main Article: [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
You have control of the Ship&#039;s alert level. The following is a summary of what they are and when they should be used:&lt;br /&gt;
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* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the ship. All departments may carry out work as normal. &lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. It can be changed to this from the Communications Console on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the ship. Issued by SCC Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
If you feel that there is a threat to the ship either from the environment (large atmospheric breaches, meteors, etc.) or people (organised attacks against crew, theft of high value property, unknown invaders, etc). Code Blue can be raised from the Communications Console on the bridge.&lt;br /&gt;
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* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
Maximum alert level. Confirmed threat to the ship and/or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Martial law. Suit sensors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain suspects without a warrant. Tau Ceti Basic is required on public channels.&lt;br /&gt;
&lt;br /&gt;
Code Red should only be called when there is a confirmed and active threat to the ship that places crew at a severe disadvantage to resolving said threat, and/or inhibits normal ship operations (confirmed also meaning to the best of your knowledge). This can only be raised by swiping two Head of Staff ID cards at the same time in the Keycard Authentication Devices in each Head of Staff&#039;s office. In emergencies, your spare ID can be used as well. You may also request an [[Emergency Response Team]] or emergency evacuation from these devices, however these options should be considered a last resort. Heads of Staff are to instruct personnel to do everything in their power to reduce the impact of the incident that incited the Code Red in order to drop to a lesser status.&lt;br /&gt;
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&#039;&#039;&#039;Warning: a round end vote cannot be called during Code Red. Leaving it up when it&#039;s not required may annoy people.&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The ship is now under an elevated alert status due to a confirmed biological hazard. All crew are to follow command instruction in order to ensure a safe return to standard operations.&lt;br /&gt;
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Code Yellow should be used for biological hazards such as carp, spiders, bears, drones, blobs or any other biological hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a spider outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
There are many items in your cabin, but not all of them should be used all the time. Captains are not supposed to involve themselves directly in most ship matters (like security issues), and you should not expect things to go wrong, so wearing your special armor and carrying a lethal energy on [[Captain#Alerts_and_SOP|green alert]] is not expected or encouraged. You are allowed to carry a weapon for self-defense, though it should not be lethal. The &#039;chain of command&#039; item is a novelty, and should really not leave your office. The telescopic baton relies on brute damage to topple the target, and does not stun in any way, so use it sparingly. Don&#039;t carry your spare ID on you constantly, you should only go for it if you have a good reason and it&#039;s [[Captain#Alerts_and_SOP|red alert]]. Outside of that, everything that can be done, can be done with your base ID.&lt;br /&gt;
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Your armour and helmet function as a space suit, but this does not mean you should be wearing it all the time. The antique laser gun in the glass case is an antique and should be treated as such, it shouldn&#039;t leave its case, and is highly valuable.&lt;br /&gt;
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=== Paperwork ===&lt;br /&gt;
&lt;br /&gt;
You are the chief paperwork stamper on the ship and as said earlier, your stamp is a very powerful tool. It can be used as a substitute for every other, &#039;&#039;lesser&#039;&#039; stamp on the ship, the same way your orders stamp everyone else&#039;s. Use it responsibly, because written authorization is a powerful tool.&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
The Captain has the final say on almost every matter on the ship. If the Captain tells someone to do something they better do it, or have an exceptionally good reason to not do so. Captains should follow [[Corporate Regulations]] and [[Security]] has the power to arrest the Captain for serious violations if they do not (after Heads of Staff unanimously agree). The only time Corporate Regulations may be overridden is if there is an imminent and overwhelming threat to the ship. &lt;br /&gt;
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Situations where the captain&#039;s orders are overridden are rare, but may include orders that would cause unnecessary and large amounts of damage to people or property, or are simply outrageously stupid. For example, ordering the [[Chief Engineer]] to vent the bar of atmosphere as people are getting slightly tipsy. This is not the norm however, and generally people should follow whatever the captain says.&lt;br /&gt;
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==== Code Delta And Self-Destruct ====&lt;br /&gt;
&lt;br /&gt;
The highest echelons of the SCC are fully aware that a number of its research ships are dabbling into extra-dimensional or even anomalous materials and artifacts which pose significant risks to humanity, the galaxy, and the corporation&#039;s bottom line. As such, all deep space research ships (including the Aurora, Exodus and Horizon) have installed in them a 50 kiloton nuclear bomb to act as a self-destruct. The existence of the nuke is public knowledge, but few no where it is or how to activate it. The Captain is the only one aside from the stationbound AI who knows where the nuke is and the Delta Protocol. The Head of Security is aware that there is a mysterious authentication disk on ship that needs to be protected at all costs, but not that it&#039;s used to activate self-destruct.&lt;br /&gt;
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In an instance where the ship is beyond hope, the Captain can send an emergency message to Central Command detailing the situation and requesting the nuclear code. &#039;&#039;&#039;With a fax or emergency transmission you must end your message with the code [CPE-1704-TKS] to verify it is legitimate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only Captains know this code, which is used to ensure only Captains that &#039;&#039;&#039;spawned&#039;&#039;&#039; as a Captain can request the code. Making a bogus request is fine, but if you are not a Captain (or an antag with a good reason) and use this code then you will be bwoinked.&lt;br /&gt;
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If the message is deemed valid by Central Command (the admins) a confirmation message is sent to the Captain. If the Captain confirms the code is transmitted directly to the Captain, who then simply has to make it to the nuke with the code and the disk to begin the sequence.&lt;br /&gt;
&lt;br /&gt;
Requesting the code should only be done if the ship has expended all of its resources in containing a threat and failed. Because the Captain is the only one with this power, it is in their interest to ensure they can live long enough to carry it out.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Stellar Corporate vessels are often under threat from various [[Job_Guides#Antagonists|criminal organisations]] and natural space disasters. As Captain, is it your job to manage these threats and make sure that they do not interfere with normal activity aboard the ship.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your on-board [[Job_Guides#Medical|Security]], [[Job_Guides#Medical|Medical]], and [[Job_Guides#Engineering_and_Maintenance|Engineering]] forces should be sufficient to deal with the threat. Therefore, you are not expected to have to deal with such matters by yourself, save for when you have not been supplied with them, or you feel they are incompetent.&lt;br /&gt;
&lt;br /&gt;
As far as running into danger goes, there is a thin line between stupidity and heroism. The rule of thumb is that you should only face suicidal odds when there is no other valid option. Your life&#039;s importance is second only to the ship&#039;s existence.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As a captain, you have direct authority only over the other heads of staff. This means that, if your captain is the snooty type, they can get away with never having to talk to the miners, the cook, or the toxins researcher. On the other hand, there&#039;s nothing wrong with playing a captain who&#039;ll happily shoot the breeze with the janitor. That&#039;s up to you and your character.&lt;br /&gt;
&lt;br /&gt;
When it comes to other departments, your primary job is to coordinate everyone&#039;s actions. Your captain&#039;s headset lets you talk to all heads of staff and hear any department&#039;s radio channel. If a department has a head of staff, your primary interactions will be with them, because they (should) know how to run their department. Without a head of staff, you may have to step in. With or without a Head to work with, make sure each department has the information and supplies it needs to work well.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
* In terms of roleplaying, you have a lot of freedom. You should really have some basic knowledge of how each department runs, and who the heads of them are, but outside that you could really have as much (or as little) knowledge as you want. You can play with a background in a certain field, but you should NOT be able to do everything (i.e. Being able to set-up the Engine single-handedly AND knowing how to make bombs is probably going too far). Just remember though, a very incompetent Captain doesn&#039;t make too many friends.&lt;br /&gt;
* Leave Security matters to security, you don&#039;t (and shouldn&#039;t) need to step in on every criminal situation. You are above the Head of Security in terms of command, but you should defer security matters to him. Only step in if you think that a decision could endanger the ship or crew.&lt;br /&gt;
* Don&#039;t think that just because you&#039;re the Captain, that you can do anything you want. That&#039;s the absolute &#039;&#039;&#039;worst&#039;&#039;&#039; thing to do. You&#039;re there to make sure everyone else is doing their job, not to do it for them.&lt;br /&gt;
* Your armour is heavy protective armour that is space capable. It is not for walking around in all the time, and would be anywhere from extremely uncomfortable to debilitating exhausting depending on your captain&#039;s physical strength and stamina to do so. There is an armoured vest in your locker if you absolutely feel the need to wear armour when the full set isn&#039;t appropriate, but keep in mind you&#039;re on a research ship, and you shouldn&#039;t be expecting to really need the armour under the majority of situations.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgeon&amp;diff=24196</id>
		<title>Surgeon</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgeon&amp;diff=24196"/>
		<updated>2022-04-08T11:55:07Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #BBF1F1&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Surgeon&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]], [[Pharmacist#Virology|Virology]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, applicable MD from accredited school and a completed 2 years of Residency at accredited hospital or clinic.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Perform surgery.&lt;br /&gt;
|guides = [[Surgery|Guide to Surgery]], [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Surgeon&#039;&#039;&#039; role is a more specialized version of the [[Physician]]. It is a difficult and extremely important role as, outside of a [[Chief Medical Officer]] with the correct training, you are the person who handles the advanced surgical procedures on organic crew members.&lt;br /&gt;
&lt;br /&gt;
You have received more training and experience in surgery, and so Physicians should typically defer surgical cases to if you are present (except for emergencies, for cases that fall under the purview of the [[Roboticist]], or cases where you can otherwise not reach a patient in time). But at the same time, you should NOT be running around the GTR and ICU, or running out to grab wounded crew with the First Responders. You should also leave autopsies and the like to [[Investigator#Performing_Autopsies|Investigators]] if they are present - that&#039;s definitely a part of their job, and not necessarily one of &#039;&#039;your&#039;&#039; tasks.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
You will start with an advanced first aid kit and surgical cap with scrubs. This outfit will denote you specifically as a Surgeon and not a Physician. Your home will be &#039;&#039;&#039;Medical&#039;&#039;&#039; and the &#039;&#039;&#039;Operating Rooms&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As a Surgeon your main job is to perform surgery but if there is a shortage of medical staff you can and probably will be expected to help with general patient care, but never do this unless asked, or the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
A guide to Surgery, and a guideline that explains which operations Surgeons are qualified for, can be found [https://wiki.aurorastation.org/index.php?title=Surgery on this page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=24195</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=24195"/>
		<updated>2022-04-08T11:49:48Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E8891D&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Engineer&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.&lt;br /&gt;
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Start the engine, wire the solars, repair ship hull and wiring damage, repair equipment, etc. Basically, do everything that has anything to do with repairs.&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Ship Engineer&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the ship is up and running, and, most of all, repair the ship when it inevitably explodes due to [[Guides#Antagonist_Guides|unforeseen consequences]].&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in Engineering with a Hard Hat, a T-Ray Scanner, an Engineering Headset, an Engineering Jumpsuit, Tool Belt, and an Engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for Ship Engineers include Webbing, Multitool, Welding Goggles, Optical Meson Scanners and a GPS.&lt;br /&gt;
&lt;br /&gt;
Webbings allow for the storage of tools and other such items in your jumpsuit slot, freeing your hands up. The multitool is a nifty piece of kit, used for checking the amount of power flowing through wires, fixing machines infected with rampant brand intelligence, and &amp;lt;!--[[Hacking]]--&amp;gt; repairing wires in doors. The welding goggles are vital to protect your eyes while welding. The optical meson scanner enables you to see ship structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a vacuum-exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions such as lights or machines. Hazard vests are bright orange and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt. Should all others options fail, the GPS will allow other engineers to rescue your remains. Suit sensors are a great addition for a young engineer.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any ship damage that may occur. Another healthy addition are inflatable walls, since those will stop breaches from spreading and help you create airlocks on the fly. All this gear can be obtained in the Engineering storage room, left of the main lobby. A prepared softsuit also never hurts, you can make one for yourself by attaching magboots and helmet to the main suit item and putting an oxygen tank in. If all the metal and glass is gone more can be obtained from the sublevel or the [[Operations Manager]] in the Operations Bay.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
Keeping the lights on and the air inside of the ship is your primary task. Apart from that, you will frequently face smaller events such as broken vendors, cameras, or the occasional ship-wide blackout event. All of those can be overcome through communication and a calm head. Your teamwork will be tested when the level 7 biohazard alarm rings.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is [[Supermatter Engine| simple enough]]. Make certain you follow the instructions precisely; an engineer who accidentally &#039;&#039;&#039;floods Engineering with phoron&#039;&#039;&#039; is not a popular person, but we all started somewhere and after a rather lengthy stay at the medbay your coworkers will most likely have repaired any damages.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
Wires can be found at each solar array, a fully equipped spacesuit will be needed to prevent certain death. Keep your light on outside and the [[Solars| guide]] open. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Ship ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See the [[Guide to Construction]] for more details. This also involves fixing parts of the ship layout you do not like. Speak to heads of staff first if it is something that influences the overall crew safety.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs or entire departments via the RCon. Nobody ever works in the medical sublevel anyway. On the other hand, make sure to charge everything with excess power in advance whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== Setting up RCON ===&lt;br /&gt;
&lt;br /&gt;
Once the Ship&#039;s power source of choice has been set up, you will want to go around Maintenance and go into all of the departmental power ships and turn the breaker boxes [[file:Breakeron.png]] that are next to the power units &#039;&#039;&#039;off&#039;&#039;&#039; by clicking them with an empty hand. After a second or so, it will disable the box. What this does is disable the bypass that allows the main grid to directly power the department grids, and instead means the department&#039;s SMES will control it.&lt;br /&gt;
&lt;br /&gt;
After the breaker box is off, you should then go to the SMES [[file:SMES.png]] and enable the input and output. As a general reference, 75000W output and 50000W Output &#039;&#039;should&#039;&#039; be enough for most, if not all, departments, but you may have to adjust the settings. Try to keep the input higher than the output so that the units can properly charge.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Being a traitor engineer can be both the easiest and hardest task on the ship. On the one hand, you can go almost everywhere on the ship, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don&#039;t bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack ranged weapons. With the right know-how, you can easily use the fire axe or make your own weapons. Also note, engineers loitering near their target may quickly arouse suspicion without a good task at hand. Find something to do like APC upgrades or installing some spare stuff like lights or machines.&lt;br /&gt;
And finally, if you truly hate the ship, it is within your grasp to generally sabotage the power supply of the ship, but you should only touch the main engines after making sure that it is okay with staff via an ahelp.&lt;br /&gt;
&lt;br /&gt;
== Engineering Apprentice ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E8891D&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Engineering Apprentice&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age, currently studying for an applicable Bachelors degree or under 7 years experience in any engineering-related field.&lt;br /&gt;
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|superior = [[Chief Engineer]], All of Engineering.&lt;br /&gt;
|duties = Assist Engineering in all of their tasks, be supervised. Learn!&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As an Engineering Apprentice, you are here to get hands-on experience in Engineering. Either you are new to engineering, demoted, or waiting for some missing paperwork, like your bachelor&#039;s degree. This is a learners&#039; role, you shouldn&#039;t be expected to know much about Engineering in this role, but the skill gap is pretty much open-ended. Someone at the end of their studies might just lack practical experience for example but know a ton about the power grid theory. Established characters shouldn&#039;t jump into this position outside of very unique circumstances like CCIA actions or other staff approval.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Atmospheric_Technician&amp;diff=24194</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Atmospheric_Technician&amp;diff=24194"/>
		<updated>2022-04-08T11:49:28Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E8891D&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_atmos.png&lt;br /&gt;
|jobtitle = Atmospheric Technician&lt;br /&gt;
|access = Atmospherics, Maintenance&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.&lt;br /&gt;
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Ensure the air is breathable on the ship, fight fires, repair pipes, help out the [[Station Engineer|Engineers]].&lt;br /&gt;
|guides = [[Guide to Construction]], [[Guide to Atmospherics]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Atmospheric Technician&#039;&#039;&#039;, what you do is rather simple. Firstly, your ship&#039;s atmospherics system starts up and running, but there is always room for improvement. Secondly, if there is any sort of environmental disaster, head off and fix it! Most of the crew requires air to survive and a good atmospheric tech can change the flow of an entire round. You have your tools, your [[Guide_to_Communication_Devices#Headset|engineering headset]], portable and mobile pipe dispensers, several space heaters, and atmospheric survival equipment. When things get quiet, sit back and start your own little projects, usually consisting of plotting ways to flood the ship with a variety of toxic gases or finding the exact amount of high powered pumps to crash that power supply and yell at the inferior engineers.&lt;br /&gt;
&lt;br /&gt;
== Atmospherics ==&lt;br /&gt;
&lt;br /&gt;
This is your home. This is your motherland. Atmosia loves you, and you love Atmosia. Treat her right, and she&#039;ll never leave you hanging or gasping.&lt;br /&gt;
&lt;br /&gt;
Atmosia is a beautiful land of pipes and various bits of atmospheric regulation equipment. Here, you&#039;ll find the pipes that distribute gas to the rest of the ship, the means to control that gas, the supplies to keep that gas moving, breathable, and on the ship rather than out in the vacuum of space, and the computers that will let you monitor the atmosphere on the whole ship or remotely control them. Ever wondered why cargo loves wearing the Ushanka? Probably has to do with an atmos tech making their workplace a freezer with a button on their console.&lt;br /&gt;
&lt;br /&gt;
At first glance, the tangled mess of pipes that is Atmosia proper can seem intimidating. Don&#039;t let that frighten you. Atmosia is not nearly as confusing as she seems - and she is well worth the effort.&lt;br /&gt;
If you are in need of a little training jump in as engineering apprentice and have someone explain the basics to you once or twice, before starting to yell at them for constantly stealing your pipe dispenser.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
&lt;br /&gt;
Your job is air. You keep the ship breathing. Without you, this place would suffocate while sucking on a hard vacuum. Or freeze to death. Or die of depressurization. Or catch on fire. Or poison itself with phoron. You get the picture.&lt;br /&gt;
&lt;br /&gt;
In more specific terms, though, you have two primary duties: keeping the ship&#039;s atmospheric systems running at full capacity and taking care of any specific atmospheric problems that pop up on the ship. This means that you refill areas that have been depressurized, drain areas that have overpressurized, filter out [[Phoron|toxic gases]], fight fires, and any number of other things. See the [[Guide to Atmospherics]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Repressurization ===&lt;br /&gt;
&lt;br /&gt;
Repressurizing an area that has lost some of its atmosphere is the most common task you&#039;ll face as an Atmospheric Technician. Areas usually undergo depressurization when something exposes them to the cold void of space. This causes all of its atmosphere to rush out, along with anything unlucky enough to be caught in the windstorm. Coordinate with your fellow engineers. They can repair the walls while you layout your majestic pipes or drag along another pipe dispenser. It is usually good to have them aware that you are active and able to fix the atmos issue while they focus on changing lightbulbs.&lt;br /&gt;
&lt;br /&gt;
After your [[Engineer|engineering buddies]] have taken care of a hull breach, it&#039;ll be your job to refill the area and make it breathable. This can be done by using the Air Alarms mounted on the walls in most areas, as well as the local vents and scrubbers. Atmosia, fortunately, is largely self-regulating; after a hull breach is sealed and the system is set to filter or fill in fresh air, the vents on the ship will automatically begin replacing lost air as long as the pipes to the vents in the area are undamaged. This process is usually rather slow, unless you have upgraded your atmos systems to get the most out of it. You&#039;ll mainly be called to focus on critical or high-traffic areas, and the crew needs it to be breathable &#039;&#039;now&#039;&#039;. A well prepared portable air pump can fill an area within seconds. If your hands are full have the apprentices drag them in for you.&lt;br /&gt;
&lt;br /&gt;
=== Filtering and Depressurizing ===&lt;br /&gt;
&lt;br /&gt;
Less commonly, you&#039;ll be called on to filter out toxins from the air or drain an area that&#039;s become overpressurized. Removing excess atmosphere from a room is as simple as going to the air alarm and selecting the replace setting (or Panic Syphon in extreme cases), then waiting for it to go back to green before switching back to Filter. &lt;br /&gt;
&lt;br /&gt;
Getting rid of toxins, on the other hand, is usually more difficult. Setting the air alarm filters to scrub out toxins and N2O from the air will help, but it might not be enough. Air scrubbers can be used to get rid of toxins, but if the spill is very large, you might have to resort to Panic Syphon or Replace Air settings. Remember to keep people out of the room as long as you&#039;re working. Not only are the toxins dangerous, but the fact that depressurization is probably your best option adds another threat. Just make sure to enable your magboots before bashing in a window and that the grill is not shocked. If it&#039;s a phoron spill, be damn sure there&#039;s nothing around that can set it off (unless you&#039;re planning on burning off the phoron, which is extremely dangerous and shouldn&#039;t be attempted in anything but the most extreme cases or by experienced Atmospheric Technicians).&lt;br /&gt;
&lt;br /&gt;
=== Fire! ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a fire! This is a comparatively rare occurrence, but when there is one, you&#039;re expected to suit up and get the problem fixed without hesitation. Generally, this involves locking the area down and using Panic Syphon and/or Replace Air to quell the fire. Keep in mind that your atmos suit is designed for EVA operations. Your firefighter suit is not.&lt;br /&gt;
&lt;br /&gt;
=== Total Emergency: The Fire Axe and You ===&lt;br /&gt;
&lt;br /&gt;
The Fire Axe is your tool of choice during emergencies since you can use it as a crowbar to open doors when the power is off &#039;&#039;and&#039;&#039; use it as an incredibly powerful melee weapon or just to get rid of a window quickly. Just keep in mind that you have to be holding it with both hands to use it effectively (click on it while you&#039;re holding it to do this). Because it&#039;s so dangerous and it doesn&#039;t fit in a backpack or satchel, it should usually be left in its case in the computer room. If you have to have it, though, use a multi tool to unlock its case. Just be aware that, once it&#039;s out, you are seen as armed and dangerous, and [[Traitor|some people]] want to get their hands on it. Security will probably want to know why you grabbed it, too.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
&lt;br /&gt;
Atmospherics is already sensitive work, and it&#039;s just complex enough that people who don&#039;t know how it works themselves will generally let you do what you say needs to be done rather than question you when there&#039;s an Atmospherics alert in the area. This combined with the ability to remotely trigger such alarms or cause atmos troubles, gives you a free pass to enter almost all of the ship without raising an eyebrow. This gives you all sorts of opportunity for shenanigans. Beyond that, you can sabotage the entire ship&#039;s air supply very, very easily if you know what you&#039;re doing - but do it carefully, because you&#039;ll be one of those most under suspicion. You have easy access to phoron and other harmful substances as well. With a bit of inventiveness, you can do a lot of damage. Make sure to clear it with admins if you plan to send an entire department to sleep or declare the bridge a new construction zone via rapid phoron induced deconstruction.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Atmospheric_Technician&amp;diff=24193</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Atmospheric_Technician&amp;diff=24193"/>
		<updated>2022-04-08T11:49:09Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E8891D&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_atmos.png&lt;br /&gt;
|jobtitle = Atmospheric Technician&lt;br /&gt;
|access = Atmospherics, Maintenance&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.&lt;br /&gt;
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Ensure the air is breathable on the ship, fight fires, repair pipes, help out the [[Station Engineer|Engineers]].&lt;br /&gt;
|guides = [[Guide to Construction]], [[Guide to Atmospherics]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Atmospheric Technician&#039;&#039;&#039;, what you do is rather simple. Firstly, your ship&#039;s atmospherics system starts up and running, but there is always room for improvement. Secondly, if there is any sort of environmental disaster, head off and fix it! Most of the crew requires air to survive and a good atmospheric tech can change the flow of an entire round. You have your tools, your [[Guide_to_Communication_Devices#Headset|engineering headset]], portable and mobile pipe dispensers, several space heaters, and atmospheric survival equipment. When things get quiet, sit back and start your own little projects, usually consisting of plotting ways to flood the ship with a variety of toxic gases or finding the exact amount of high powered pumps to crash that power supply and yell at the inferior engineers.&lt;br /&gt;
&lt;br /&gt;
== Atmospherics ==&lt;br /&gt;
&lt;br /&gt;
This is your home. This is your motherland. Atmosia loves you, and you love Atmosia. Treat her right, and she&#039;ll never leave you hanging or gasping.&lt;br /&gt;
&lt;br /&gt;
Atmosia is a beautiful land of pipes and various bits of atmospheric regulation equipment. Here, you&#039;ll find the pipes that distribute gas to the rest of the ship, the means to control that gas, the supplies to keep that gas moving, breathable, and on the ship rather than out in the vacuum of space, and the computers that will let you monitor the atmosphere on the whole ship or remotely control them. Ever wondered why cargo loves wearing the Ushanka? Probably has to do with an atmos tech making their workplace a freezer with a button on their console.&lt;br /&gt;
&lt;br /&gt;
At first glance, the tangled mess of pipes that is Atmosia proper can seem intimidating. Don&#039;t let that frighten you. Atmosia is not nearly as confusing as she seems - and she is well worth the effort.&lt;br /&gt;
If you are in need of a little training jump in as engineering apprentice and have someone explain the basics to you once or twice, before starting to yell at them for constantly stealing your pipe dispenser.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
&lt;br /&gt;
Your job is air. You keep the ship breathing. Without you, this place would suffocate while sucking on a hard vacuum. Or freeze to death. Or die of depressurization. Or catch on fire. Or poison itself with phoron. You get the picture.&lt;br /&gt;
&lt;br /&gt;
In more specific terms, though, you have two primary duties: keeping the ship&#039;s atmospheric systems running at full capacity and taking care of any specific atmospheric problems that pop up on the ship. This means that you refill areas that have been depressurized, drain areas that have overpressurized, filter out [[Phoron|toxic gases]], fight fires, and any number of other things. See the [[Guide to Atmospherics]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Repressurization ===&lt;br /&gt;
&lt;br /&gt;
Repressurizing an area that has lost some of its atmosphere is the most common task you&#039;ll face as an Atmospheric Technician. Areas usually undergo depressurization when something exposes them to the cold void of space. This causes all of its atmosphere to rush out, along with anything unlucky enough to be caught in the windstorm. Coordinate with your fellow engineers. They can repair the walls while you layout your majestic pipes or drag along another pipe dispenser. It is usually good to have them aware that you are active and able to fix the atmos issue while they focus on changing lightbulbs.&lt;br /&gt;
&lt;br /&gt;
After your [[Engineer|engineering buddies]] have taken care of a hull breach, it&#039;ll be your job to refill the area and make it breathable. This can be done by using the Air Alarms mounted on the walls in most areas, as well as the local vents and scrubbers. Atmosia, fortunately, is largely self-regulating; after a hull breach is sealed and the system is set to filter or fill in fresh air, the vents on the ship will automatically begin replacing lost air as long as the pipes to the vents in the area are undamaged. This process is usually rather slow, unless you have upgraded your atmos systems to get the most out of it. You&#039;ll mainly be called to focus on critical or high-traffic areas, and the crew needs it to be breathable &#039;&#039;now&#039;&#039;. A well prepared portable air pump can fill an area within seconds. If your hands are full have the apprentices drag them in for you.&lt;br /&gt;
&lt;br /&gt;
=== Filtering and Depressurizing ===&lt;br /&gt;
&lt;br /&gt;
Less commonly, you&#039;ll be called on to filter out toxins from the air or drain an area that&#039;s become overpressurized. Removing excess atmosphere from a room is as simple as going to the air alarm and selecting the replace setting (or Panic Syphon in extreme cases), then waiting for it to go back to green before switching back to Filter. &lt;br /&gt;
&lt;br /&gt;
Getting rid of toxins, on the other hand, is usually more difficult. Setting the air alarm filters to scrub out toxins and N2O from the air will help, but it might not be enough. Air scrubbers can be used to get rid of toxins, but if the spill is very large, you might have to resort to Panic Syphon or Replace Air settings. Remember to keep people out of the room as long as you&#039;re working. Not only are the toxins dangerous, but the fact that depressurization is probably your best option adds another threat. Just make sure to enable your magboots before bashing in a window and that the grill is not shocked. If it&#039;s a phoron spill, be damn sure there&#039;s nothing around that can set it off (unless you&#039;re planning on burning off the phoron, which is extremely dangerous and shouldn&#039;t be attempted in anything but the most extreme cases or by experienced Atmospheric Technicians).&lt;br /&gt;
&lt;br /&gt;
=== Fire! ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a fire! This is a comparatively rare occurrence, but when there is one, you&#039;re expected to suit up and get the problem fixed without hesitation. Generally, this involves locking the area down and using Panic Syphon and/or Replace Air to quell the fire. Keep in mind that your atmos suit is designed for EVA operations. Your firefighter suit is not.&lt;br /&gt;
&lt;br /&gt;
=== Total Emergency: The Fire Axe and You ===&lt;br /&gt;
&lt;br /&gt;
The Fire Axe is your tool of choice during emergencies since you can use it as a crowbar to open doors when the power is off &#039;&#039;and&#039;&#039; use it as an incredibly powerful melee weapon or just to get rid of a window quickly. Just keep in mind that you have to be holding it with both hands to use it effectively (click on it while you&#039;re holding it to do this). Because it&#039;s so dangerous and it doesn&#039;t fit in a backpack or satchel, it should usually be left in its case in the computer room. If you have to have it, though, use a multi tool to unlock its case. Just be aware that, once it&#039;s out, you are seen as armed and dangerous, and [[Traitor|some people]] want to get their hands on it. Security will probably want to know why you grabbed it, too.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
&lt;br /&gt;
Atmospherics is already sensitive work, and it&#039;s just complex enough that people who don&#039;t know how it works themselves will generally let you do what you say needs to be done rather than question you when there&#039;s an Atmospherics alert in the area. This combined with the ability to remotely trigger such alarms or cause atmos troubles, gives you a free pass to enter almost all of the ship without raising an eyebrow. This gives you all sorts of opportunity for shenanigans. Beyond that, you can sabotage the entire ship&#039;s air supply very, very easily if you know what you&#039;re doing - but do it carefully, because you&#039;ll be one of those most under suspicion. You have easy access to phoron and other harmful substances as well. With a bit of inventiveness, you can do a lot of damage. Make sure to clear it with admins if you plan to send an entire department to sleep or declare the bridge a new construction zone via rapid phoron induced deconstruction.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=24192</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=24192"/>
		<updated>2022-04-08T11:48:56Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E8891D&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Engineer&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.&lt;br /&gt;
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Start the engine, wire the solars, repair ship hull and wiring damage, repair equipment, etc. Basically, do everything that has anything to do with repairs.&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Ship Engineer&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the ship is up and running, and, most of all, repair the ship when it inevitably explodes due to [[Guides#Antagonist_Guides|unforeseen consequences]].&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in Engineering with a Hard Hat, a T-Ray Scanner, an Engineering Headset, an Engineering Jumpsuit, Tool Belt, and an Engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for Ship Engineers include Webbing, Multitool, Welding Goggles, Optical Meson Scanners and a GPS.&lt;br /&gt;
&lt;br /&gt;
Webbings allow for the storage of tools and other such items in your jumpsuit slot, freeing your hands up. The multitool is a nifty piece of kit, used for checking the amount of power flowing through wires, fixing machines infected with rampant brand intelligence, and &amp;lt;!--[[Hacking]]--&amp;gt; repairing wires in doors. The welding goggles are vital to protect your eyes while welding. The optical meson scanner enables you to see ship structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a vacuum-exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions such as lights or machines. Hazard vests are bright orange and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt. Should all others options fail, the GPS will allow other engineers to rescue your remains. Suit sensors are a great addition for a young engineer.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any ship damage that may occur. Another healthy addition are inflatable walls, since those will stop breaches from spreading and help you create airlocks on the fly. All this gear can be obtained in the Engineering storage room, left of the main lobby. A prepared softsuit also never hurts, you can make one for yourself by attaching magboots and helmet to the main suit item and putting an oxygen tank in. If all the metal and glass is gone more can be obtained from the sublevel or the [[Operations Manager]] in the Operations Bay.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
Keeping the lights on and the air inside of the ship is your primary task. Apart from that, you will frequently face smaller events such as broken vendors, cameras, or the occasional ship-wide blackout event. All of those can be overcome through communication and a calm head. Your teamwork will be tested when the level 7 biohazard alarm rings.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is [[Supermatter Engine| simple enough]]. Make certain you follow the instructions precisely; an engineer who accidentally &#039;&#039;&#039;floods Engineering with phoron&#039;&#039;&#039; is not a popular person, but we all started somewhere and after a rather lengthy stay at the medbay your coworkers will most likely have repaired any damages.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
Wires can be found at each solar array, a fully equipped spacesuit will be needed to prevent certain death. Keep your light on outside and the [[Solars| guide]] open. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Ship ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See the [[Guide to Construction]] for more details. This also involves fixing parts of the ship layout you do not like. Speak to heads of staff first if it is something that influences the overall crew safety.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs or entire departments via the RCon. Nobody ever works in the medical sublevel anyway. On the other hand, make sure to charge everything with excess power in advance whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== Setting up RCON ===&lt;br /&gt;
&lt;br /&gt;
Once the Ship&#039;s power source of choice has been set up, you will want to go around Maintenance and go into all of the departmental power ships and turn the breaker boxes [[file:Breakeron.png]] that are next to the power units &#039;&#039;&#039;off&#039;&#039;&#039; by clicking them with an empty hand. After a second or so, it will disable the box. What this does is disable the bypass that allows the main grid to directly power the department grids, and instead means the department&#039;s SMES will control it.&lt;br /&gt;
&lt;br /&gt;
After the breaker box is off, you should then go to the SMES [[file:SMES.png]] and enable the input and output. As a general reference, 75000W output and 50000W Output &#039;&#039;should&#039;&#039; be enough for most, if not all, departments, but you may have to adjust the settings. Try to keep the input higher than the output so that the units can properly charge.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Being a traitor engineer can be both the easiest and hardest task on the ship. On the one hand, you can go almost everywhere on the ship, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don&#039;t bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack ranged weapons. With the right know-how, you can easily use the fire axe or make your own weapons. Also note, engineers loitering near their target may quickly arouse suspicion without a good task at hand. Find something to do like APC upgrades or installing some spare stuff like lights or machines.&lt;br /&gt;
And finally, if you truly hate the ship, it is within your grasp to generally sabotage the power supply of the ship, but you should only touch the main engines after making sure that it is okay with staff via an ahelp.&lt;br /&gt;
&lt;br /&gt;
== Engineering Apprentice ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Engineering Apprentice&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age, currently studying for an applicable Bachelors degree or under 7 years experience in any engineering-related field.&lt;br /&gt;
|employers = [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|superior = [[Chief Engineer]], All of Engineering.&lt;br /&gt;
|duties = Assist Engineering in all of their tasks, be supervised. Learn!&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As an Engineering Apprentice, you are here to get hands-on experience in Engineering. Either you are new to engineering, demoted, or waiting for some missing paperwork, like your bachelor&#039;s degree. This is a learners&#039; role, you shouldn&#039;t be expected to know much about Engineering in this role, but the skill gap is pretty much open-ended. Someone at the end of their studies might just lack practical experience for example but know a ton about the power grid theory. Established characters shouldn&#039;t jump into this position outside of very unique circumstances like CCIA actions or other staff approval.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=24191</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=24191"/>
		<updated>2022-04-08T11:48:06Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_security.png&lt;br /&gt;
|jobtitle = Security Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training and 1 month practical training on ship. &#039;&#039;&#039;Alternatively&#039;&#039;&#039;, must be 20 years of age and 2+ years experience in security or law-enforcement related position(s).&lt;br /&gt;
|employers = [[Zavodskoi Interstellar]], [[Idris Incorporated]], [[Private Military Contracting Group | The Private Military Contracting Group]]&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Stop crime, enforce [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Corporate Regulations]], [[Guide to EVA]], [[Guide to Station Procedure]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Security Officers&#039;&#039;&#039; are the main force behind [[Security]] on the ship. They are responsible for dealing with security complaints and arresting those who break [[Corporate Regulations]]. Officers are required to have EVA training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadets&#039;&#039;&#039; can vary from an experienced officer just getting oriented on the ship, to new recruits from the SCC, Security/other private or public academies, or even those currently receiving schooling to be a Security officer. Unlike officers, cadets do not need to have prior EVA training, but are required to undergo it during their learning process.&lt;br /&gt;
&lt;br /&gt;
==The Hierarchy==&lt;br /&gt;
The Head of Security holds authority over the entire department. If no head of security is present, authority shifts to the rest of SCC Command aboard the vessel.&lt;br /&gt;
&lt;br /&gt;
The Warden holds authority over the brig and the armory. They can authorize equipment and order officers within the Brig, unless otherwise overridden by the Head of Security. The Warden is also responsible for the upkeep and treatment of prisoners, and responsible for their well-being, injury, or death, even if caused by other officers.&lt;br /&gt;
&lt;br /&gt;
===Know Your Place===&lt;br /&gt;
*The Security contractors aboard any [[Stellar Corporate Conglomerate | SCC]] function first and foremost as a mediator to conflict. Your job encompasses keeping the majority of the Staff (and the ship) safe and productive while disciplining troublemakers or more serious criminals. Your top priority is the protection of [[Stellar Corporate Conglomerate]] assets, including crew. &lt;br /&gt;
*Your training dictates that attempting to resolve issues without threats or physical force works best as a first resort in Standard situations, failing that you are also trained to handle situations with less subtlety when diplomacy either falls flat or is unlikely to work.&lt;br /&gt;
*You&#039;ve been trained to respect the chain of command, but the orders of your department head, the [[Head_of_Security|Head of Security]], are your priority until the Ship [[Captain]] chooses to overrule them.&lt;br /&gt;
*Remember to follow [[Security_Officer#Standard_Procedure|Standard Security Procedure]], because you can&#039;t call yourself an enforcer of [[Corporate Regulations]] if you can&#039;t respect the same rules you&#039;re supposed to uphold.&lt;br /&gt;
== Regulations ==&lt;br /&gt;
[[Corporate Regulations]] is a summary of most crimes with some suggested sentence times. The [[Captain]] is sometimes able to set his own guidelines in exceptional circumstances, such as [[Captain#Alerts_and_SOP|code red]] emergencies and ship-wide threats.&lt;br /&gt;
&lt;br /&gt;
Unless a member of security (including the investigators) directly witness a crime, or are responding to an immediate crime via a radio call, they require an arrest warrant.&lt;br /&gt;
&lt;br /&gt;
Any search of departments or individuals on green alert requires a search warrant stamped by the Head of Security. If there is no HoS then the Warden&#039;s signature is also valid. If none of these roles are occupied then just do your best.&lt;br /&gt;
===Alert Levels===&lt;br /&gt;
There are currently 4 alert levels, each of which changes, in most circumstances, the way you conduct your job. The following is a summary of said alert levels:&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the ship. All departments may carry out work as normal. You are expected to follow [[Security_Officer#Standard_Procedure|standard security procedures]] at all times during Code Green. You can wear the standard vest available in your security locker, but not the armor found in the armory. The usage of arm and/or leg guards is prohibited. Failing to follow standard procedure during Code Green may end up with you violating [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the ship. Issued by Central Command, the Captain, or a Head of Staff vote. Security personnel is authorized to wear armor vests, helmets and display weaponry at all times. Usage of both arm and leg guards are authorized. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however, Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
High alert level. Confirmed threat to the ship or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Suit sensors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain suspects without a warrant. You are expected to deal with the threat quickly, in a way that keeps casualties to a minimum, the same goes for collateral damage to the ship. Lethal ammo may be used to achieve this, but should only be used if necessary and if the Head of Security, Captain, or another command member if those stated previously are unavailable. Usage of both arm and leg guards is authorized.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Delta - Self Destruct Initiated.&#039;&#039;&#039;&lt;br /&gt;
Maximum alert level. The ship is deemed lost by the SCC and Captain, so it&#039;s destruction has been called for and initiated. All crew are required obey any orders given by Heads of Staff, violations of these orders are punishable by death. If this alert level is reached most regulations are a moot point and you are expected to do whatever command orders you to do. This could vary depending on the situation, but the only important thing is that whatever is ordered is carried out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The ship is now under an elevated alert status due to a confirmed biological hazard. All crew is to follow command instructions in order to ensure a safe return to standard operations.&lt;br /&gt;
&lt;br /&gt;
Code Yellow is used for biological hazards such as carp, spiders, bears, drones, blobs, or any other biological hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a spider outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving you, the Security Department, the means to arrest/search crew without a warrant. A warrant will still be required to arrest/search crew on Code Yellow.&lt;br /&gt;
&lt;br /&gt;
==Security controlled locations==&lt;br /&gt;
&lt;br /&gt;
=== Arrivals Checkpoint === &lt;br /&gt;
This checkpoint is near the main dock to the Horizon. It has an ID computer which the HoP can man as well as other security computers, and a set of checkpoint doors controlled by buttons within the security area. There is also a locker with security gear.&lt;br /&gt;
&lt;br /&gt;
===The Brig=== &lt;br /&gt;
For more detailed instructions, see [[Security_Officer#Standard_Procedure|Standard Security Procedures]]. For a summary read below.&lt;br /&gt;
&lt;br /&gt;
The Warden runs this within this area. He has authority over Security Officers within this area. The Brig itself has cells and cell timers. &lt;br /&gt;
&lt;br /&gt;
===Security Office and Armory=== &lt;br /&gt;
&lt;br /&gt;
Security’s home base. The armory contains additional weapons and armor which the HoS and Warden have access to. They should hand out this additional equipment as the situation escalates aboard the ship. The security lockers with equipment are found here as well as the Head of Security’s Office and the Briefing Room/Lounge. Within the Briefing Room/Lounge is a SECTech machine. Contained within are several pieces of equipment useful to security officers (flashes, flashbangs, handcuffs, evidence bag boxes, and doughnuts).&lt;br /&gt;
&lt;br /&gt;
===The Escape Shuttle===&lt;br /&gt;
In the event that a shuttle is en route (either transfer or escape), your job will be to ensure that everyone proceeds on the shuttle in an orderly fashion. No foul play. Any dangerous behavior should be treated as such. Prisoners in the brig should only be held in the security area of the shuttle.&lt;br /&gt;
&lt;br /&gt;
==The Equipment==&lt;br /&gt;
First, you are already equipped with a soft cap and other attire, two handcuffs, and your blue jumpsuit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stun Baton&#039;&#039;&#039; - Your weapon of choice. It deals HALLOSS damage, similar to tasers. Use the help intent to avoid dealing brute damage to the target.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tasers&#039;&#039;&#039; - Place the taser in your backpack. Replace your Baton with this in case you need the extra range and the AI/Captain/Head of Security/Warden refuse to open the armoury for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flashes&#039;&#039;&#039; - A good backup if your stun baton runs out of charge or you need to keep a criminal subdued. Robotics may also want these. It&#039;s usually a courtesy to give them your burnt out flashes. Throw it in a pocket or hide it in your backpack&#039;s box. Has the added benefit of stunning Stationbounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Teargas&#039;&#039;&#039; - Sometimes preferred by some officers instead of flashes. These will place targets into paincrit for several seconds within a reasonable radius when thrown. To throw, simply move the teargas to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as affect fellow officers not wearing gas masks (or yourself, if you&#039;re throwing these without wearing a gasmask), and disable them for a potentially lethal amount of time. They are also useful to help you escape a small group of assailants. Keep this in your pocket and detonate in hand, this causes everyone who is caught in the cloud to get temporarily downed due to pain, be careful, as it effects on skin contact as well. Minor toxins damage is a side effect of usage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sunglasses&#039;&#039;&#039; - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Handcuffs&#039;&#039;&#039; - Throw these in your pockets as well. You will use these. A lot. Click on someone to start handcuffing them. You&#039;ll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people, however.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy Carbine&#039;&#039;&#039; - A rare item for the average officer to possess, usually only handed out when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between stun and kill. Most of the time, the weapon should be left on stun. It also makes a potent melee weapon. Firing to kill at crewmembers will often result in demotion or a potential job ban.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shotgun&#039;&#039;&#039; - Another rare item for the average officer to possess, usually only handed out when things have really hit the fan. May include a box of shotgun shells or is loaded with shotgun shells. Make sure to pump before shooting at someone. Make sure the safety&#039;s off too! &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Riot Shield&#039;&#039;&#039; - Another uncommon weapon for security personnel. Protects from melee attacks in the direction you are facing. Makes a decent melee weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Laser Rifle&#039;&#039;&#039; - Possibly the least common weapon to find in the hands of security officers, mainly due to the lack of a stun mode. While more powerful than an Energy Carbine, it makes a slightly less effective melee weapon. You should never have these unless it&#039;s a Code Red situation.&lt;br /&gt;
&lt;br /&gt;
Important: When you are done using your locker, close it and lock it.&lt;br /&gt;
&lt;br /&gt;
== Standard Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== For Non-Security Personnel ===&lt;br /&gt;
* Do not attempt to apprehend criminals. Call for security.&lt;br /&gt;
* Self-defence is acceptable if escape is not possible and danger to life, limb, or critical property is present (tampering with vital equipment or physically threatening an individual).&lt;br /&gt;
* Do not break police tape without good reason. Having to walk slightly further than normal is not a good reason.&lt;br /&gt;
&lt;br /&gt;
=== For Prisoners ===&lt;br /&gt;
* Don&#039;t be stupid. If you are incarcerated, do not attempt escape over minor offenses.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Do not attempt suicide over brig time. It is a bannable offense.&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the Warden, Head of Security, and then the Corporate Liaison(in that order).&lt;br /&gt;
&lt;br /&gt;
=== Responding to Calls ===&lt;br /&gt;
If someone calls for security an officer should respond. Having another officer uses the camera to check the area is also recommended. Additional officers should be dispatched as needed.&lt;br /&gt;
&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature of the scene. &lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
* Radio in the situation at the scene.&lt;br /&gt;
* Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
* Identify witnesses.&lt;br /&gt;
* Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
* Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
* Identify the nature of the threat.&lt;br /&gt;
* If the threat is able to be handled by officers on the scene: Proceed with mediation/detainment.&lt;br /&gt;
* If the threat is unable to be handled by officers on the scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
=== Collecting Evidence ===&lt;br /&gt;
* Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel does not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments. &lt;br /&gt;
* If possible, cordoned off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods.&lt;br /&gt;
* Disrupt standard ship operation as little as possible around the crime scene.&lt;br /&gt;
* Investigators should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on the scene.&lt;br /&gt;
* Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
Handling Evidence&lt;br /&gt;
* Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
* Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
* Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
* After evidence is collected, cadavers may be removed to the morgue and the area may be cleaned up. &lt;br /&gt;
&lt;br /&gt;
=== Arrest ===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
* Announce intention to arrest and charges vocally.&lt;br /&gt;
* Request the suspect surrender peaceably&lt;br /&gt;
* If the suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
* If suspects fight back or run, apply needed force to cease flight and detain the suspect. A charge of resisting arrest/sparking a manhunt should be applied in this case.&lt;br /&gt;
* Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
* Immediately attempt detainment of suspect, with charges readout when the suspect is secured.&lt;br /&gt;
* Remove suspect to the brig for processing.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
* Ensure Warden is aware of the incoming detainee.&lt;br /&gt;
*# If a warden is present, hand off the detainee to them, and allow them to complete the following steps.&lt;br /&gt;
*# If a warden is not present, follow the next steps yourself.&lt;br /&gt;
* Bring detainee to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
* Check detainee’s pockets (coat/jumpsuit), pack, and any containers within the pack.&lt;br /&gt;
* Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to the person or respective department.&lt;br /&gt;
** Remember that only one charge of possession of contraband may be applied, even if the detainee has several items which are considered contraband.&lt;br /&gt;
* Inform the prisoner&#039;s superior of the arrest.&lt;br /&gt;
* Use the sentencing console with the id-card of the detainee to generate an &amp;quot;Incident Summary&amp;quot; which is used to set the cell timers.&lt;br /&gt;
* If the detainee is lacking an id-card, inform the warden, Head of Personel, or Head of Security so they can use one of their blank id-cards to imprint their biometrics on them and sentence them accordingly.&lt;br /&gt;
* Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
=== Questioning ===&lt;br /&gt;
* Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in-depth investigations.&lt;br /&gt;
* The Investigator should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
* If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
* Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
* If the person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
=== Jailing ===&lt;br /&gt;
* Move prisoner to appropriate cell. &lt;br /&gt;
* Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
** This should be everything besides contraband and/or job specific items they would no longer need upon release.&lt;br /&gt;
** The headset should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offences, same with PDAs.&lt;br /&gt;
* Set cell timer with the incident summary created by the sentencing console and secure cell.&lt;br /&gt;
**If the prisoner is to be held until transfer, skip this step and go to [[Security_Officer#Hold_Until_Transfer | HuT]]&lt;br /&gt;
* Remove handcuffs from prisoner’s person within the secure cell if able to do so without severe risk to own well-being.&lt;br /&gt;
** Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.&lt;br /&gt;
* Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
* When the timer expires, an officer should always be present to escort former prisoner from the brig. Exceptions apply when there are extreme incidents occurring aboard the ship that require all officers, such as a hostage situation.&lt;br /&gt;
&lt;br /&gt;
=== Hold Until Transfer ===&lt;br /&gt;
* Prisoners deemed to be held until transfer, or the next port, are all violent offenders or great risks to the conglomerate. Special care and pointedly sticking to procedure should be done in all cases when interacting when HuT prisoners.&lt;br /&gt;
* Have prisoners remove all items (barring ‘safe’ [no access] Identification Cards, PDAs, Radio Headsets [ensure additional cartridges/chips are removed from radios/PDAs]). In the event a prisoner is uncooperative or cannot be allowed out of handcuffs without threat to officers’ wellbeing, officers should assist the prisoner in assuming proper garb.&lt;br /&gt;
** An officer of the same gender as the prisoner should assist with changing.&lt;br /&gt;
* Transfer prisoner into a normal cell, follow normal procedure for jailing, with the exception of filing the incident report into the machine. Instead, close the cell door.&lt;br /&gt;
* If the prisoner is not a escape risk, or a self harm risk, they should be given access to the Communal area of the brig, and small sanity items they request, such as a box of papers and pens to draw/write with.&lt;br /&gt;
* A member of security should check on the prisoner regularly in person, both to speak with the prisoner and to ensure no escape attempts are made.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Application of lethal force is often not the only solution to an issue. Lethal force should only be pursued if all other routes are tried and fail.&lt;br /&gt;
* Do not needlessly escalate situations, you should be working to defuse any potentially hostile situation, rather than resort to your weapons.&lt;br /&gt;
* You are a Corporate Security Officer not a Police Officer or Entity of a Military. Your job is to ensure the safety of your corporation’s investment (I.E. Smooth operation of your assigned vessel).&lt;br /&gt;
* Apply escalating force as deemed necessary by the suspect’s actions. Minimal force as required by a situation should be applied.&lt;br /&gt;
* Minimal force should be used at all appropriate times, but not at the risk of your own life.&lt;br /&gt;
* Talk first (unless the suspect lets their weapons do the talking).&lt;br /&gt;
* Heads of Department have the final say over their department, and their department areas, consult them before asking for people to be suspended for crimes (barring Central Command/Captain ruling). &lt;br /&gt;
* Ensure access is properly cleared with Heads of Departments, or members of departments, barring exceptional circumstances (i.e. major crime in progress).&lt;br /&gt;
&lt;br /&gt;
=== Traitoring ===&lt;br /&gt;
Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don&#039;t put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn&#039;t be too hard, and if you plant evidence on other people to make you seem like the &amp;quot;good cop&amp;quot; you should be fine. If things go wrong, you always have your trusty weapons.&lt;br /&gt;
&lt;br /&gt;
== Security Cadet ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_security.png&lt;br /&gt;
|jobtitle = Security Cadet&lt;br /&gt;
|access = [[Job_Guides#Internal_Security|Security]], [[Security_Officer#The_Brig|Brig]] Timers, Maintenance&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training, currently undergoing 1 month practical training on ship.&lt;br /&gt;
|employers = [[Zavodskoi Interstellar]], [[Idris Incorporated]], [[Private Military Contracting Group | The Private Military Contracting Group]]&lt;br /&gt;
|superior = [[Head of Security]], [[Security Officer]], all of Security&lt;br /&gt;
|duties = Assist Security, stay out of trouble, read [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
Security Cadet is the learners&#039; role of Security. You are capable of upgrading to Security Officer by passing your 1-month training. You should play Cadet until you feel comfortable in the Security Department. Established characters shouldn&#039;t jump into this position outside of very unique circumstances or staff approval.&lt;br /&gt;
&lt;br /&gt;
Your main and only duty is to learn how to apply the above about security officer to the ship, nothing else is expected of you.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Investigator&amp;diff=24190</id>
		<title>Investigator</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Investigator&amp;diff=24190"/>
		<updated>2022-04-08T11:47:46Z</updated>

		<summary type="html">&lt;p&gt;Chada1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_forensic.png&lt;br /&gt;
|jobtitle = Investigator&lt;br /&gt;
|access = Security, Crime Labs, Morgue,&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Criminal Forensics degree or 7 years experience in Criminal Forensics/Investigation. Optionally: Full Cadetship to perform arrests.&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|employers = [[Zavodskoi Interstellar]], [[Idris Incorporated]], [[Private Military Contracting Group | The Private Military Contracting Group]]&lt;br /&gt;
|duties = Investigate crime scenes, interrogation of witnesses and suspects, record evidence, perform autopsies.&lt;br /&gt;
|guides = [[Security_Officer|Guide to Security]], [[Corporate Regulations]], [[Guide to Cadavers]], [[Guide to Forensics]], [http://aurorastation.org/forums/viewtopic.php?f=19&amp;amp;t=898#p7082 the other Guide to Forensics]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Investigator&#039;&#039;&#039;&#039;s job is to investigate the remains of any crime, use evidence to identify the perpetrator, and then ask Security to arrest them for you. They have limited brig access because they are supposed to be an Investigator, not a [[Security Officer]] or [[Warden]]. They are expected to work in tandem with security - they handle physical evidence, while the officers can take general statements, your task may involve interrogation of witnesses and suspects. Much like the rest of the department, investigators are expected to have EVA training.&lt;br /&gt;
&lt;br /&gt;
==General Guidelines==&lt;br /&gt;
Step one. &#039;&#039;&#039;ALWAYS WEAR YOUR GLOVES.&#039;&#039;&#039; Acquire waistcoat and sunglasses. You are not an officer, so you do not need to adhere to their uniform expectations. You are expected to wear a business casual style of clothing while doing your work. Find a lighter and a pack of smokes and have them at the ready, to add extra cool during panic situations. Outclass everyone on the ship that isn&#039;t equipped with a top hat and cane.&lt;br /&gt;
&lt;br /&gt;
Now that you look like the distinguished nerd you are, get acquainted with your lab. You will spend half your time here, when you aren&#039;t running from break in to murder to poisoning to autopsy. This is where the magic happens. See all the things on the tables around you? Grab all the things. Put them into your free CSI kit. It&#039;s the gray box on the rack. It has two layers of storage and can fit everything you need to fulfill your investigations. Do NOT lose it. If anyone steals it, you can order rather expensive replacements from the cargo department. If you arrive and your lab is already empty, find the other Investigator or Head of Security and find out where your stuff is.&lt;br /&gt;
&lt;br /&gt;
Now that you have all the things, your CSI Kit should look like this. Note that you can put boxes inside it, so you can carry around boxes of evidence bags and swab kits with you. You could also take the microscope slides out of the box and repurpose the box for storing field evidence for whatever active case you&#039;re running. Makes it easier to keep track of what evidence is relevant to which investigation. You also have body bags in your autopsy lab, which you may end up needing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detainment And Use Of Force ===&lt;br /&gt;
This section regarding arrests/detainments is only applicable if your Investigator has completed a 4-week cadetship &#039;&#039;&#039;and&#039;&#039;&#039; that is reflected on the employment and security records.&lt;br /&gt;
If your Investigator has not completed the cadetship and detains someone, they can be charged with &amp;quot;Illegal Detention, Arrest, or Holding&amp;quot;.&lt;br /&gt;
If the firearm is utilized outside of self-defense (i.e. during an arrest/detainment or in support of other officers who perform such an arrest or detainment), they can also be charged with &amp;quot;Gross Negligence&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t &#039;&#039;&#039;arrest&#039;&#039;&#039; crew members because you don&#039;t have access to the processing room or brig timers. You &#039;&#039;are&#039;&#039; allowed to &#039;&#039;&#039;detain&#039;&#039;&#039; a suspect if you directly witness an infraction and/or encounter a suspect with a pending warrant or arrest order. In any situation you need to call security officers to assist. This doesn&#039;t mean you should be joining manhunts to find a suspect - you don&#039;t have the tools to safely detain someone on the run and resisting.  Basically, if you can&#039;t detain the suspect using only your flash and/or charming personality, just stay back and try to get officers on scene.&lt;br /&gt;
&lt;br /&gt;
Your gun is only meant to be used in &#039;&#039;&#039;self-defense&#039;&#039;&#039;. When dealing with armed suspects stay on the periphery and let officers take the heat (and bullets).&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
* [[file:Suitcase_forensics.png]] &#039;&#039;&#039;Crime Scene Kit&#039;&#039;&#039; - Your trusty suitcase, which you can use to haul around all of your forensics junk.&lt;br /&gt;
&lt;br /&gt;
* [[file:Dustkit.png]][[file:Fingerprint.png]] &#039;&#039;&#039;Fingerprint Powder &amp;amp; Fingerprint Card&#039;&#039;&#039; - One of your primary tools. Use the powder on doors, weapons, clothes, or generally anything you suspect that has been touched by a criminal. If anyone has touched what you powder, you&#039;ll get a fingerprint card.&lt;br /&gt;
&lt;br /&gt;
* [[file:m_glass.png]] &#039;&#039;&#039;Fiber Collection Kit&#039;&#039;&#039; - One of your primary tools, but secondary to finding prints due to the interchangeability of clothing. Mostly used as supporting evidence in the case of partial prints that incriminate multiple people. Use it on doors, weapons, clothes, anything you suspect that has been touched by a criminal. If anyone has touched what you use it on, you&#039;ll get a bag of fibers.&lt;br /&gt;
&lt;br /&gt;
* [[file:uvgoggles.png]][[file:luminol.png]] &#039;&#039;&#039;UV Goggles &amp;amp; Luminol&#039;&#039;&#039; - The goggles currently do nothing, though they probably should/will do one day. The Luminol spray will reveal any blood that may have been sprayed away. You only get a limited amount of it per shift, though.&lt;br /&gt;
&lt;br /&gt;
* [[file:MS.png]][[file:Syringes.png]] &#039;&#039;&#039;Reagent Scanner &amp;amp; Syringe&#039;&#039;&#039; - Use the reagent scanner on any food or drink that&#039;s offered to you, before consuming it. Scan EVERYTHING that comes out of Chemistry, the Kitchen and the Bar. You&#039;ll analyze the chemical components of whatever applicable item you scan and each present chemical will be listed. Science can make Advanced Reagent Scanners that will show you the exact concentrations of each chemical in the mix, but the standard version does not provide this information. You can use the Syringe to take a blood sample from someone you suspect to have consumed either drugs or poison, and then analyze it for confirmation.&lt;br /&gt;
&lt;br /&gt;
* [[file:Tape_sec.png]] &#039;&#039;&#039;Police Tape&#039;&#039;&#039; - When you arrive at a crime scene you should use this to tape off every possible entryway and prevent contamination of potential evidence. Throw out anyone who cuts the tape. Try not to completely block off a main hallway, unless it&#039;s absolutely necessary, and even then try to do your investigation and call in a janitor quickly.&lt;br /&gt;
&lt;br /&gt;
* [[file:Camera.png]] &#039;&#039;&#039;Camera&#039;&#039;&#039; - Useful to carry around with you. Considering you are not equipped with the offensive and defensive tools that an Officer has, you take an incriminating picture if the opportunity presents itself and then swiftly run the hell away.&lt;br /&gt;
&lt;br /&gt;
* [[file:Tape_Recorder.png]] &#039;&#039;&#039;Recorder&#039;&#039;&#039; - Useful in case you need to perform an interview, or turn it on in secret and try to goad someone into incriminating themself with their own words.&lt;br /&gt;
&lt;br /&gt;
* [[file:DNA_kit.png]][[file:Swab.png]] &#039;&#039;&#039;Box of Swab Kits&#039;&#039;&#039; - When there&#039;s a blood trail on the floor, and no body in sight, whap the blood with one of these to take a DNA sample. You can also swab bloody weapons, bloody clothes, or people mouths.&lt;br /&gt;
&lt;br /&gt;
* [[file:Box.png]][[file:Evidence_Bag.png]] &#039;&#039;&#039;Box of Evidence Bags&#039;&#039;&#039; - Anything with blood on, or that looks out of place at a crime scene, needs to be bagged before anyone else can touch it.&lt;br /&gt;
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* [[file:Labler.png]] &#039;&#039;&#039;Labeler&#039;&#039;&#039; - Slap labels on those nameless evidence bags unless you want to forget which bloody weapon was from what crime scene in relevance to what investigation. You can harass cargo for some empty boxes, label them accordingly and stash anything relevant in there.&lt;br /&gt;
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==Building a Case==&lt;br /&gt;
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The most important tenets in investigating crimes - sometimes called the legal burden of proof, or going beyond reasonable doubt - is to ascertain the following:&lt;br /&gt;
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* &#039;&#039;&#039;Motive&#039;&#039;&#039; - This is often the most difficult thing to determine, as it usually cannot be proven by material evidence, and is crucial to proper sentencing. Motive is the difference between an assault charge and attempted murder - vandalism to sabotage - and sedition to mutiny. In order to properly charge someone with capital crimes such as murder or terrorist acts, you &#039;&#039;must&#039;&#039; be able to prove intent. Often, the only way to ascertain motive is to convince them to tell you, however, use your better judgement. A suspect that fires on someone with a .357 revolver has pretty clear intentions, despite what they might suggest.&lt;br /&gt;
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* &#039;&#039;&#039;Means&#039;&#039;&#039; - Typically, forensics can uncover this. The means to which the crime was carried out is the bare-bones facts; the details. Usually, this is in the form of a narrative, explaining, in active practice, exactly how the crime was carried out. How someone broke into an area, through what means someone was assaulted. It is here that you must prove what it is exactly that they did.&lt;br /&gt;
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* &#039;&#039;&#039;Presence/Confirmed Involvement&#039;&#039;&#039; - Again, typically forensics can typically uncover this, although witnesses may also be able to provide supporting statements. Confirming presence or involvement simply means to be able to place a suspect at the area when the crime happened. Finding a suspect&#039;s fingerprints all over a murder scene, the AI reporting someone breaking into an area, or an officer or other witness providing testimony are all indicators that your suspect was present at the crime. This usually lays the foundation of your investigation and will give you your preliminary list of suspects - additionally, it is the easiest to prove, especially with forensics or photographic evidence.&lt;br /&gt;
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Sometimes, however, there&#039;s going to be a witness but no evidence. You can interview witnesses in your office, and use their statements (which you can record with your trusty tape recorder) to obtain a warrant to have officers search or detain suspicious individuals.&lt;br /&gt;
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== Proper Proceedings ==&lt;br /&gt;
Have your printed dossiers with you or on file at all times - these dossiers act as the evidence against the criminal.&lt;br /&gt;
Typically, a dossier - or case files, as they are sometimes called - consists of the following:&lt;br /&gt;
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* Fingerprint and fiber analysis reports, printed from the high powered-electron microscope&lt;br /&gt;
* DNA analysis reports, printed from the DNA analyzer&lt;br /&gt;
* Copies of the medical/security records of any suspects with matching fingerprints/DNA pertaining to your case&lt;br /&gt;
* Photos of the crime scene, or of any incriminating action&lt;br /&gt;
* Interrogation recording transcripts, of either witnesses or suspects&lt;br /&gt;
* Signed confessions from suspects&lt;br /&gt;
* Any forensics-related paperwork, such as autopsy reports, body-scan print outs, bloodwork forms, etc. (&#039;&#039;Most of these can be found from the paperwork database at any request console, under the security archives.&#039;&#039;)&lt;br /&gt;
* A thorough case report summarizing your findings and evidence is an &#039;&#039;&#039;invaluable&#039;&#039;&#039; centerpiece to any case dossier.&lt;br /&gt;
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After producing your dossier you will want to hand it to the head of security or equivalent, and then after properly labeling it, archiving it in the evidence locker filing cabinet.&lt;br /&gt;
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== You&#039;ve found a Crime Scene/Body, Now What? ==&lt;br /&gt;
First, cordon off the area with the supplied police tape to ensure the crime scene isn&#039;t further contaminated by passerby&#039;s. Rest assured that many of the crew will try to involve themselves if the crime scene is in a public area. Some may even disregard the presence of your tape and walk right through a crime-scene, so if it&#039;s in a populated area try calling for an Officer to assist you in keeping the crime-scene from interference. Remember to wear your gloves so you don&#039;t contaminate evidence yourself.&lt;br /&gt;
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Once the crime scene is properly taped off and free of loitering assistants, you can begin getting to work. Start by getting pictures of the location of the body, and any other suspicious items. Then, use your swab kit to sample blood if any is present at the scene. Then, begin collecting evidence and putting it in bags &#039;&#039;&#039;with your gloves on.&#039;&#039;&#039; Use your judgement as to what constitutes evidence or not. Bloodied knife? Evidence. Bag of chips? Probably not evidence if it was discarded in a main hallway, definitely evidence if found in a place it has no regular business being.&lt;br /&gt;
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&#039;&#039;&#039;Make sure to lift the crime scene as soon as possible, so that crew can once again use the part of the ship.&#039;&#039;&#039;&lt;br /&gt;
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Take the blood samples to the [[file:DNA_Analyser.gif]] DNA Analyzer to get them checked for DNA. Remember to close the lid after a sample is loaded, and open it again after ejecting it so you can get your next sample in. The analyzer can process one sample at a time, and will take a minute or so to produce its analysis. Once you have your results, you can compare your DNA strings to those stored in the medical records (which you can access in your office). If your victim has been disfigured or is otherwise impossible to identify, this is also your chance to put a proper ID on them.&lt;br /&gt;
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Next, it&#039;s time to search for fibers and prints. You lift both of these from evidence using the Fiber Collection Kit and Fingerprint Powder respectively, and analyze them by putting them in your Electron Microscope. If you&#039;re lucky, the culprit might&#039;ve handled valuable evidence (such as the murder weapon) without gloves, but if not you might always have a few fibers to go off on. Remember that for fibers, you need to transfer them to a microscope slide before before you can put them under your microscope (thankfully, each slide is reusable).&lt;br /&gt;
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At this point, you more often than not have enough evidence to get security to bring it at least one major suspect, if not arrest them outright. Make sure to communicate your findings over the security radio, so sec can be on the lookout for suspects and send them to you for interrogation.&lt;br /&gt;
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== Performing Autopsies ==&lt;br /&gt;
If the body isn&#039;t in your custody, fear not! Medical may have mistakenly taken the corpse. Ensure to politely ask them for the whereabouts of the victim and ensure you remind them that you have first priority for the processing of victims of crimes or workplace accidents. If your character is unable to perform autopsies, you can still contact other qualified people to help the investigation or perform it together.&lt;br /&gt;
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To perform an autopsy, you&#039;re going to need a [[file:Scalpel.png]] scalpel, [[file:Autopsy_scanner.png]] autopsy scanner, [[file:Sterilemask.png]] a mask, and a [[file:LGloves.png]] pair of gloves. Make sure to put on the mask and gloves before you begin, to avoid contaminating the body or catching any viral pathogens it might still be carrying.&lt;br /&gt;
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Then, use a health analyser to find out damage areas on the victim, and use the scalpel on every affected zone once (two cuts for the chest might be necessary). Make sure to scan every zone with the autopsy scanner, and get a printout when you&#039;re done. Voila, you have a list of every injury on the body, complete with precise time and responsible weapon. Make sure to communicate your findings with security over the security radio.&lt;br /&gt;
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Lastly, one additional thing you can do if you can&#039;t find any evidence pointing to a cause of death on the body is to perform a reagents test. To do this, grab a syringe, get a blood sample from the body, and put it through the [[file:MS.png]] mass-spectrometer found in the morgue. The mass-spectrometer should give you an accurate reading of any chemicals that were present in the victim&#039;s body at the time of death. (Note: this can also be used on living victims if you believe they&#039;ve been drugged.)&lt;br /&gt;
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== Sidetasks ==&lt;br /&gt;
Technically, the above represents the entirety of your job. Despite this, you will rarely be called upon to investigate a crime, since the victim is usually able to cry out for help and the perpetrator is quickly identified. Luckily, there are some other things that you can do instead:&lt;br /&gt;
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* Be a general assistant to Security - the warden may occasionally need prisoners escorted to medbay, or for spare jumpsuits to be retrieved for demoted personnel.&lt;br /&gt;
* Use the camera terminal in your office or the lobby to scan the ship. Look around for any crimes, then report it over the Security channel or head over there yourself. It&#039;s probably not a good idea to announce it over the general radio, or the criminal in question will usually realize that you&#039;re onto them and get away.&lt;br /&gt;
* Update the security records. This is meant to be the Warden&#039;s job, but you&#039;ll be hard pressed to see him actually doing that.&lt;br /&gt;
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==Traitoring==&lt;br /&gt;
You are capable of fabricating and falsifying evidence. Furthermore, you have prime access to the ship&#039;s morgue, which can be very useful for disposing of, or obtaining corpses, and generally people will be less suspicious of you if you carry around weapons or dangerous chemicals. As a whole, be creative! Frame others for your own crimes! Induce the ship in utter confusion!&lt;br /&gt;
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{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Chada1</name></author>
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